Archive for the 'Games' Category

Video Game Violence - aka. attending LAN Events is Suicide!?

So, according to techdirt, some people have been making up facts and labelling it Science again. I just want to get one thing straight on the topic of Violent Video Games. If violence in video games really makes people that violent in real life, then why are LAN Events or Cybergame events not really really dangerous places?

Seriously, explain to me why all the shootings that stupidly get blamed on video games, for the most unscientific of reasons, always happen in schools and not LAN Events or home gaming parties? EVER.

Honestly I don’t know how people sleep at night knowingly making up information for whatever reason they may have. And i’d really like to know what that reason is too. I question the sanity and bias of these so-called “Scientists”.

Now on the other hand, a Gamer from EnemyDown was stabbed this year whilst helping local police officers deal with a particularly rowdy member of public leaving a train. I would find the particular forum post, but there’s no search. If someone wouldn’t mind doing that and posting it in the comments, I’d be thankful. It was around the time of i31 IIRC.

As for the “reasons” so often given for killers being influenced by games, I have serious problems with many of those:

  1. “We studied the video evidence cought on CCTV (note: school CCTV, not very high res). We have determined that the subjects heartbeat was stable, and this kind of thing only happens when the person is trained in dealing with such stressful situations.” - Bullshit. No really, BULLSHIT. Real answer(s):
    • Gamers do NOT learn to be calm. I have been an FPS gamer for over 10 years now. I still get adrenaline rushes that make me shiver, and my heartbeat still skyrockets at times.
    • I have fired live rounds on a range, after playing games for 6 years or so. Again, I had an adrenaline hit from it. If I was shooting people, I would not be calm. Not a chance.
    • Someone who is shooting their peers and doing such incredibly irrational things, is NOT in a normal state of mind. If they are calm, I would say this is just more evidence that they were seriously mentally unstable. A seriously mentally unstable mind will not react (or even perceive) the world in the “normal” manner.
    • The particular place that (remembered) quote was from, there was evidence in that case that the kid in question had not played these games for some months leading up to the shooting. This could have more to do with the problem than other things. (Lack of release).
  2. “We see an increase in emotional and aggressive tenancies (note: unspecified what it is toward, of course) whilst the games are played.” - Yeah, sure. That’s what it’s about, idiot. Adrenaline promotes a Fight or Flight reaction - remember your basic biology lessons? It does not an irrational man make.

Carmageddon DID NOT make me want to run out, steal a car, and run people over. Even though I, like so many that played the red-blood demo, had patched my game to have RED BLOOD EVERYWHERE. Yet I am sane, and actually doing quite well for myself, thank you.

There is a DISTINCT PHYSICAL DIFFERENCE IN NEUROLOGICAL IMPACT BETWEEN VISUAL DISPLAYS AND REAL VISION!

Wake up call to the wankers out there. YES IT’S TRUE.

Go look at some papers on STROKE VICTIMS. Stroke victims loose particular regions of the brain, right. Some of them will loose the ability to speak, or to use a side of the body, or the ability to write, or many other things. Often large skill sets are affected at one time. What’s interesting, is that one can also loose the ability to write, and speak, but not typing. Yeah.

Similarly, one can find screens incomprehensible after a stroke. The brain can end up no longer properly reconstructing fake visual flow presented on a 2D screen. If this isn’t happening in the real world, then I put it to you, dear “Scientists”, that DIFFERENT PARTS OF THE BRAIN are actually responsible for these different states and actions. This makes your claims even less likely.

Games, yes Violent Video Games, have tought me A LOT of VERY useful skills. I have learned problem solving (which I find useful in many areas, real life, programming, integration issues, and ‘common sense’). I have learned advanced visual flows (I can operate with my body at many angles of orientation, and visual flow travelling in many directions, as I loved flight sims, Forsaken, and being the Alien in AVP1, etc etc). I have learned reaction times. I have learned to think FAST. I have learned to visual scan high detail scenes very fast. I have learned to listen. I have learned doppler effects in audio (that actually works in real life). I have learned to predict the movements of opponents. I have learned to read opponents in many different ways. I have learned to track multiple intelligent targets (I think I can manage over 10 at a time these days) at a time. From multiplayer, I have learned to analyse a scene like a tracker on the run, and know exactly what happened, when and how, without even stopping. And much much more.

Equally importantly, I’ve had fun doing it.

Why do games have such a good learning rate to teach me all this stuff, and for me to claim it crosses over into the real world after my comments above? Because I’ve played many games, and over plenty of time. During this time, I have had a STRONG training boundary for my neural network (my brain), as every failure has a harsh negative weight, and every success a very strong positive weight. I am either very unhappy, or very pleased. This is THE OPTIMAL WAY TO LEARN. You dickheads. You’re probably the same people that have made it illegal for teachers to say “no” to kids in the UK. Seriously, you’re DESTROYING the entire manner in which OUR BRAINS ARE MEANT TO LEARN by removing these weights. Getting back to the point of crossover, these things eventually cross over after experience playing many games for a long time. The variance means that you don’t just learn how to ’see’ or ‘hear’ in that particular game, but you learn to learn this faster. Myself, and my business partner are long term Quake and Counter-Strike players. We can play ANY first person shooter with _well_ above average skill, because we’ve played most of the games that have come out in this genre since it’s inception. Also because of this, we can learn these skills in the real world too, moreover we can very rapidly apply abstract idealisms to real world scenarios too. This turns out so very very useful, sometimes in the most surprising of places.

Now, lets just have a look at this learning re-enforcement thing a second. I am in the process of building a business. We’re doing ok thank you, but it’s hard work, as one expects in the first year. We’re also young, and doing this with minimal investment, so the hours are long and very little real social time. The impact to my mind has come close to severe at times, but the impacts were not what I would have expected. First of all, it started with nightmares. The nightmares were horribly violent. I mean more violent than anything I’ve seen in a video game. Hell, even the horror films I’ve seen don’t scratch it. Event Horizon - bah, weak. I mean it, my closest friends, family, destroyed in so many ways on so many levels in front of me. This is way beyond what is acceptable for normal artistic publishing. Now I figured out what it was… The outer part of the problem is obvious - working between the same four walls for weeks at a time, pulling long hours and not talking to many people face to face. The inner part is more subtle. I was not getting HURT enough. Yes, HURT ENOUGH. I need to hurt. The brain needs to hurt. Muscles need exercise, they need to have their fibres pushed to breaking point every now and then. You need to experience the world, you need neural input from all areas of the body. You need to actually experience life as an animal, you are one, as much as culture may deny it you. Comfort is NOT comfortable over a long period of time. If you don’t believe me, look at the suicide rate of lottery winners.

I think many gamers are helped in many regards by the games they play. Many gamers I know are more intelligent and have significantly more common sense than non-gamers. There are exceptions, but it’s almost as close as the “Did you play with Lego or Mechano?” rule.

I implore you fucking “Scientists” to please start doing some REAL work instead of writing this shit, before I get so angry I stop swearing on a blog, and actually spend the time gathering real research and waste a bunch of my precious time that I should be giving my girlfriend in order to write a paper to completely revoke your fucking awful claims.

My co-workers can attest to the fact that this bullshit has made me more dangerous to society than any game ever has. In fact, I think I might go play one to HELP ME CALM DOWN.

Comments moderation nearly a month slow…

Summary: sorry for late moderation of some peoples comments, this post is a rant about spam, and i’ll be off wordpress as soon as I can be.

I haven’t been through the comment moderation list in over a month. Shame on me.

Sorry to those who’s comments were not posted until far later than they should have been.

Spam, spam, bloody spam. </rant>

Time for a Javascript based comment submission I think, and to move away from run of the mill blogging software, because there are few other solutions these days that actually seem to work, and in some ways, I have better things to do with my time than sift this crap.

Right ok. This is probably a really crap idea (almost worthy of an obscenity? you decide.), but I want to start filtering all urls in my comments into a list I’m going to publish as a DNS blacklist, which I will start distributing to anyone who desires it.

Screw you spamming gits. I’m going to filter all of my google searches from now on. Anything with your crap or something within a link catchers eye of your crap is not going to go near me.

What if comments can be flagged as comments for google, and google stop ranking sites by links left in comments?

In fact, links in comments should gain -ve weight, and the people should just be told.

I want a box on my site where i can publicly shame these fuckers and the google results will actually respond in a decent manner.

Sadly, that’s not possible because it’s subject to an attack by it’s very nature, with that you could demote the rank of competing sites. cryface.

Still I want to publicly shame them, but in order to not help them it must be private. Maybe I should e-mail _why and ask him to hide a spam site ban list in hoodwink.d for me…

I guess the rant wasn’t really over. Anyone else feel the pain?

BattleGrounds Mod 2 / Rate caps in the source engine

So it’s the BattleGrounds Mod team who approached me a while back about an issue they are having with their mod. It’s an hl2dm mod, which because of its open plan maps and long distance views, sometimes, or even quite often, generates more than the 30000 byte rate cap, built into the core buffer limitations in source. I’m not a modder, so I’m not familiar with methods of culling data in mods, but I am a telecommunications developer, so could provide some advice from one aspect.

After chatting with the guys for a while, I suggested a few things they could do to cut down on this excessive bandwidth, and also suggested they contact Alfred Reynolds directly, which they did. Alfred was suitably prompt, and this is what he said:

30,000 is 240kbps symmetric, our recent survey suggests that over half our userbase won’t be able to play your game if you try to even go near that cap. We have several mechanisms in the engine to help mods manage bandwidth effectively (send/recv proxies, various hammer entities to help cull LOS on large open maps), has your team investigated using them?

- Alfred

Here’s the interesting / of note part…

If you go to the Valve Survey Summary, and look at the results you’ll see that in fact, there’s less than 5% of the known connection speeds are under 240kbps. If you were to add the unkown section to that, then sure it seems many are under the required 240kbps speed, but this is totally unrealistic. For unknown data, it should be treated as unknown, as it likely has a very similar distribution to the other data you have - which statistically has no affect on the percentiles.

Here are the numbers (Statistics from Valve: 7:22pm PST (03:22 GMT), March 01 2007):

Line Speed      # Users    %ge     Users > 240kbps
=============   ========== ======= ============ %ge
                                               =======
33.6 Kbps       5,024      0.43%
56.0 Kbps       30,150     2.59%
112.0 Kbps      21,630     1.86%     56,804     4.88%       < 240kbps
256.0 Kbps      174,378    14.97%
768.0 Kbps      184,829    15.86%
1,024.0 Kbps    72,737     6.24%
2,048.0 Kbps    358,001    30.72%
10,000.0 Kbps   122,137    10.48%    912,082    78.27%      > 240kbps
Unspecified     196,295    16.85%    196,295    16.85%      Unknown
Totals Sanity Check:       100.00%              100.00%

Lol @ your statistics Alfred.

And just to clarify before someone challenges, this also says that over 60% of the users will be able to cope with 768kbps or up. Considering 512kbps ADSL is actually VERY popular in many parts of the world, there is also a major portion of this survey possibly missing. Also - 20% having 256kbps or under is a long way from the “over half” suggestion.

Update:

Just added this from the first comment, to keep anyone just browsing past informed, Alfred did also say the following:

Oh, and I should also add that sure, we will look at upping that limit (there are some fundamental limits due to memory buffering that will need to exist, but we should be able to make it a factor of 10 larger at a minimum I suspect). You will be shooting yourself in the foot if you use this larger number however.

- Alfred

When asked on a vague-ish timeframe, he said:

When its done (within a month or so if I had to guess) and yup, we would post a changelog point about it.

Personally, I think this is good news. I suspect that, particularly with larger servers, this could have a profound effect accross all of the source engine based games.

Another update, since someone has just raised the issue again, and I realised there was some useful justification on the ED Discussion of the topic:

TuF - I urge you to spend a minute thinking about the sub-second rate cap, not the ‘whole second’ rate cap. As I was describing to J3di in a post above, this happens actually quite frequently, remember 30kb/s is a poor quantization for bandwidth measurement in a 100pps data flow. A better measurement is 2.4kb per packet, which is more closely related to the real buffers. I’m actually unsure exactly what the buffers look like (depth, frequency of flushing and so on) but I do know what the packet flow patterns look like - and realistically, it spikes alot, but not high enough, thus these ‘exponential decays’ you see on net_graph, or on a packet logger.

Clearly for something which is relatively immediate (someone dieing) there should not be an exponential decay of data flow from the spike of when it occured, instead in many cases it should be one spike, and then back to normal, with maybe some limited (and flat!!!) data carrying rag-doll and animation corrections.

Lets also not forget that part of the reason for the load on a 100 tick server is that it’s having to do alot of work to choke the data flow. Remove this work, and it should cope with it better. I don’t know too many GSPs that run under 10mbit lines to each box, and as we all know this is something which is concerned with spikes, and not continual flow - so there’s no real cause for concern regarding server capabilities. Furthermore - costs for GSPs who pay for bandwidth in the 95th percentile (VERY COMMON!!!) will actually REDUCE because the top 5% of the spikes essentially gets cut off. - another bonus.

I’d also point out that often servers which are suffering (which are housed in a DC) don’t have trouble with the bandwidth, but the processing power and packetrate - this is not the same as bandwidth and both of these issues could be potentially be relieved by opening up the spikes, as there will be less of the choke management system running (less processing power), and it’s possible less packets will actually be required to carry all the relevant information (although I’m not sure how well the specific implementation allows for this one).

Maths “Wizardry” Solved

So this morning I got an e-mail from my good friend Sagretezza saying:

http://www.milaadesign.com/wizardy.html

Any ideas as to how it works will be greatfully received.

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Rates guide for CS:Source

This guide is old now, and I’m aware of some glaring mistakes in it, try here: http://www.wheelchairjihad.com/?page_id=4 instead! (until I fix this one, which will have the server settings and fuller explanations in it again).

Update: It’s been TOOOOO long since this needed an update, so I thought I’d mutate it to something of a more detailed version of my other guide.

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