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Free Ride Games
Free Games For Your PC!

Free Ride games site may be a
bit more costly in the way a game runs than a gamer is willing to pay. No,
you’re not paying any money but Free Ride games are played with an internet
connection and ads bombarding the players to the left of the screen and also
along the bottom. Not in a small strip but an obnoxious good quarter of screen.
This it seems is how they deliver some free gaming your way, by selling ads.
It’s an interesting concept and unless the gamer has some computing power in the
graphics department, the ads some of which are animated at times themselves in
constant changing to new ads, can slow a game down to a slide show crawl. This
is best defeated by going to options within the game and tweaking a few things.
The first game we tested was Zoo Empire, until we tweaked the mouse sensitivity,
turned off the music and changed the scroll speed, the game was unplayable on an
older Pentium 4 system until we made these changes. On A dell laptop XPS system
it was not too bad, and of course on the Quad Core Alienware area 51 7500 it ran
just fine with just the occasional graphic stutter due to the ad bombardment.
This service offers full version PC games for free. No payment or registration.
They say there is no catch, other than the ads of course. The whole Ad concept
it rather interesting and for those who don’t mind the advertisements in your
face while gaming, Free Ride games is a good little deal.

The site shows as a BETA service
and in order to play any of the wide variety of games, you have to download the
Free Ride Games Beta Player. Think of it sort of like a music service, only for
games. The theory of how it works is that the Beta Player Caches data that is
stored on your PC so it does not have to be cached again. Each of the offered
games requires a certain amount of cached data before the game is playable. Once
cached though, the game starts up.
Are there some possible downsides to this? In some respects yes, In order to use
the Free Ride Games Beta subscription service you have to be connected to the
Internet. The games will not play without being connected to the internet. To
even launch any of the games you have to use the play button on the Free Ride
Games Beta Site. As you play the game additional components of the game download
in the background. Depending on your connection this can possibly be a problem,
with a fast connection you should have no issues, we experienced a mix of slow
playing graphics to internet hiccups. These can perhaps be attributed to the
connection itself. Either way some settings and connections have to be tweaked
for the optimum gaming experiences. We will be doing some full game reviews on
various Free Ride Games from the site, till then you can check them out at
http://www.freeridegames.com/do/index
As always,
Have fun, play games
Edwin Millheim
Edwin’s Interview with Ray Lederer,
game artist.

EDWIN: I understand that other
than computer game art and animation, you have worked on comic books and strips
as well. Such titles as Dare Devil, The Incredible Hulk, from the more well
known comic publishers, all the way to the far lesser known comic strips with a
small fan base such as Bright Future. (Bright Future went on to be a role
playing game and is currently about to be republished with expanded role playing
game material, the new publisher is Hamster Press, Engle Matrix Games)
Tell us a bit about how it was to work on those Comic Book titles, how much
freedom do you have from the large publisher to the small publisher?
RAY: Well all of the stuff I worked on for major comic publishers was really
subcontract work I did for some inkers before I went to Ringling. Basically I
inked backgrounds or anything else that required straight edged line work and
filled in blacks. It was amazing and somewhat terrifying to ink over some of the
best talent in the industry at the time.

It was great fun and a really
confidence boosting time early in my career. As for creative freedom to work
with larger houses - I honestly don't know. I had no real freedom when working
on a sub contract basis - and that's ok. As for working independently I think
It's always more creatively rewarding. It's just not always financially
rewarding. That said, some of the best times I had working in comics was when I
was working on Bright Future with you and Roland.
EDWIN : You have done some incredible eye catching work in both comics and in
role playing game art. Even some of the static art seems to have some dynamic
elements to them, or even a glance or expression the subject is displaying, or
the angle on which your
presenting the scene to the reader. Do those ideas come to you easily?
RAY: Uh it's never easy:)
EDWIN: Can you name a few of the gaming projects you have worked on?
RAY: My first game project was a sequel to the Amiga title Hired Guns using the
Unreal engine. That got canceled when Psygnosis went under. Afterwards was
Nightcaster and Nightcaster2, Goblin Commander, NeoPets, and Auto Assault. Today
I'm working on some thing we cant really talk about.
EDWIN: Do you have a any games that you have worked on that where more
challenging to work on, and why?
RAY: That's tough to say. I'll say this though, I'm amazed that games even reach
the shelves at all. I think all game reviewers should add a point to any game
they review on that basis alone!
EDWIN: What's your latest project? Can you tell us a bit about it?
RAY: Well, like I said, I can't really talk about anything at this time...I get
to conceive and drive many of the creative elements of a project which is really
what I've been seeking for many years in this industry. That's all I can really
say.
EDWIN: I have worked with several artists over the years and have always had the
utmost respect for their abilities, researching a bit more there are massive
amounts of information and technique that has to be learned and it seems rather
daunting. Way back when working in art class in schools like Ringling School of
Art and Design...did you ever have any doubts about if you where going to make
it?
RAY: I still have those doubts however I know that creativity is the key to my
vitality and art is the vehicle for it. My goals have changed over the years as
I've matured too. I actually am getting closer to my roots again as part of my
creative evolution. After years of learning advanced 3D animation Texture
Mapping, Modeling, Terrain Building I've come back to the realization that the
thing I enjoy the most is putting pencil and paint to paper. Go figure.

EDWIN : Looking at some of the
games you have done, you ever look back now and go..gee I should have done it
this way or designed it this way instead?
RAY: I've learned to accept what I can do within the time I'm allowed.
Ultimately I can only take what I've done in the past and use the knowledge
towards the next thing. That said I'd like another crack at designing the main
character for Nightcaster.
EDWIN: When doing the concept art for who ever is lead on a gaming project, are
there massive amounts of concept sketching before they see something they
like?Or do you go in with several design concepts for them to choose from and
make requests on? How does that work?
RAY: Usually we meet for a few minutes discuss the needs - I go back and do a
few thumbnails - I call the lead(s) over and get an approval and then do the
final. Usually that's enough but sometimes it take more iterations if it's
something important like a major character or an important setting etc.
EDWIN : I know you have said in past interviews about trying to surround
yourself with people who knew a lot or had some skills you could learn from. Can
you name a couple of people you have worked with that you have learned from?
What was it you learned?
RAY: Good smart people, travel, books, and good music are the keys to growing
and inspiration. Variety's the spice of life eh? Well certainly working with you
was a cool collaborative process that taught me allot about working with a
writer. Roland Paris is another one. He's inking at Marvel now after a long
hiatus from Comics. Go Roland! My good friend Adam Adamowicz who's working over
at Bethesda doing concepts for Fallout3 and is an absolute genius. Mike Gieger
who's like a master renderer and a machine when it comes to art. I don't know
how he keeps up his stamina.

There are too many to list... As
for learning experiences - some were more harsh than others - One time I got a
page handed down to me by one of my Inker clients.One of the panels had a bunch
of characters holding guns. The problem was the penciler didn't bother drawing
the guns in any of the scenes so it was up to the inker to invent one. That task
was handed down to me by the inker and I thought "Wow! This is my big chance to
really shine and show these guys just how creative I am. So I spent like 30-40
minutes drawing this really detailed weird looking gun. Boy did I feel proud of
myself. Yessiree they're gonna love this sweet baby. I handed it back to the
inker the next day and he slaps his forehead and say 'You son of a BLEEP! now I
have to draw that damn thing 20 more times!'
EDWIN: That’s great to hear about Roland. (To our Impulse Gamer readers, Ray and
I worked with Roland Paris on Bright Future) Tell me, How different is what you
need to know to be a gaming artist now as apposed to say ten years ago?
RAY: Nowadays the emphasis is no longer on low resolution, low poly count
models. What AD's look for now is film quality models, textures etc.
EDWIN : Donna (Mt Wife, Who you know) and I have done an article for Funk &
Wagnalls® New Encyclopedia. © 2006 World Almanac Education Group.
(www.history.com/encyclopedia.do?articleId=210072)
about electronic gaming and spoke about game publishers out sourcing work such
as art to other design houses. That trend has come into being even more so with
the so called Next generation of Gaming and high resolution graphics. With more
and more companies out sourcing..do you feel that makes it easier for a really
good gaming artist or design house, or is it even more competitive than before?
RAY: So far it's not really a problem for our domestic workforce. In fact it's
almost the opposite. We have a glut of unqualified candidates that are either
inexperienced or simply lack the core traditional art skills. No, the real
problem is finding experienced and qualified candidates in the states. The good
ones already have jobs and are well taken care of. Even with all the training
these kids are getting with game dev programs cropping up today it's still rare
to find a really good candidate. There are many kids who go through these
programs to be an artist that don't have a lick of real art training. They grow
up playing games instead of drawing or reading or going outdoors and it shows in
their work. As Brad Bird asks 'How can you create the illusion of life if you
have no life?'

EDWIN : Today's next-gen games
can cost $15-20 million each, up from $5-7 million just a few years ago, the
cost sounds really surprising for those that do not realize how much work
actually goes into one of these games. How many hours do you think counting
every department working on a game?
RAY: uh... You'd have to talk with my producer about that. I don't carry around
those kinds of numbers in my head. I just make the pictures.
EDWIN: You are a happily married artist now! (yes I feel like crap for missing
the wedding actually) How in the world do you manage to balance the work load
with home life? Do you bring your work home? Or can you shut that part off for a
bit?
RAY : Sometimes I work from home. It's what I love to do so it's sometimes hard
to leave it at the office. The real challenge is finding the time to work on
personal projects like landscape paintings or comics etc...

EDWIN : For our readers that are
thinking of getting into being a game artist, can you give them some advice?
RAY: Love art for art's sake. Get yourself grounded in traditional art training
before you start wedding yourself to a particular tool.
EDWIN: Open floor, what do you want the readers to know?
RAY: Being a game artist is a lot more fun than it was even a few years ago.
There is so much more flexibility in what you can get away with now than before.
Poly counts aren't as much of an obstacle anymore. It's a great time to be an
artist!
EDWIN: Ray, thank you very much for taking time to do this interview.
RAY: Thanks Edwin!
Edwin and Shael
perform an Autopsy on Alienware
In this electronic market, there
are a dizzying amount of choices for the computer gamer. From low end systems
that are just enough to get the job done, all the way to those dream systems
that will take any game you throw at it. There are plenty of companies out
there ready to sell you a computer rig for what ever your needs are. One such
company that has been around for a modest amount of time is Alienware.
Alienware's claim to fame is that the company manufactures a wide variety of
customizable computer systems. Not only do they offer high performance desktop
systems, but media centers, notebook computers, professional workstations and
even servers. Throw in various peripherals and gadgets such as flash drives,
headphones, batteries and adapters, and all other forms of computer goodies and
you have a one stop computer aficionados shopping experience.
Alienware target markets to a diverse customer base, from the average home user
to the gamers, businesses. While known for its gaming and multimedia systems,
Alienware also has a significant government business. Its customers include the
Defense Department, Army, Air Force, Navy, NASA and the National Geo-Spatial
Intelligence Agency.
The Alienware marketing department states the company uses cutting edge
components, and innovative engineering. This is fairly evident if the saying is
true that you get what you pay for. If nothing else the Alienware case designs
definitely set it apart from the crowd. Looking more like a sci-fi fans ultimate
dream, the designs are eye catching and a definite conversation starter. Shael
and I wanted to delve a bit deeper and do our own Alien autopsy so to speak.
CEO Nelson Gonzalez who turned out to be pretty open about the company and the
product, took some time out to answer these interview questions.

1: The company is based in
Miami, Florida and was founded in 1996 by its current CEO, Nelson Gonzalez, and
COO, Alex Aguila. Tell me a little about the beginning. Was it really in a
garage?

If you want to go back even
farther, you might even say the company had its beginnings on the playground
where Alex and I met when we were just kids. We kind of grew up in the same
neighborhood, and we just sparked up a friendship that's lasted more than 30
years at this point.
In the beginning days of Alienware, if we had an "office," it was probably in
the garage or a bedroom, wherever there was spare room to lay out parts and
build the machines. The downside was there wasn't a lot of space. The upside, of
course, was that there was no commute.
It really did begin with a dream and a few maxed out credit cards. But that
initial investment of a few thousand dollars really paid off. I know when we
were 13 years old and always playing video games, our parents weren't too happy
about that, but that paid off, too.
It all comes back to gaming for us. We loved flight simulator games, but, back
in the day, most PCs just weren't good enough to offer much realism when you're
trying to run a flight sim. I just started building my own machines so I could
run the flight sims the way I wanted. All of my friends who were also into games
saw what I was doing and asked if I'd build them machines, too. I did, and, at
some point, the light just went on, and Alex and I realized that if our friends
wanted these high-performance machines, maybe there were a lot of other people
out there with the same interest. As it turns out, we were right.

2: What do you want most for
yourself and Alienware?
For myself, I think I just want the same things I've always wanted - to wake up
every day with a big smile and the knowledge that I'm doing something I love and
helping to make a few people happy. For Alienware, I obviously want the company
to keep growing and becoming more successful. I suppose the ultimate goal would
be an Alienware in every home! The more people gaming and using high performance
computers, the better that's going to make the entire computing experience -
whether that's for gaming or for someone learning to perform surgery with
virtual reality applications. High-performance computing makes a lot of really
amazing options available, and I'm glad Alienware is part of that.
3: Do industry/competitors still keep you on your toes?
We have a lot of great industry partners that really help us get access to the
best technology out there to build our machines, and of course we know what
other PC makers are doing. However, if you're asking whether I think there's
anyone that comes close to providing the overall user experience that an
Alienware customer receives, then the answer is "No."
I do think that technology is always changing, and the advances in technology
mean that PCs are going to keep getting better and faster and, hopefully, more
fun.
4: What are your future expectations for Alienware?
I think Alienware is going to keep growing, but we're going to do it in a smart
way. We're not looking to become a huge PC powerhouse overnight. Like any
company, we want to continue to grow our market share. For us, that means
further dominating the high-performance PC space. We've done it for the past
several years, and we're going to continue to be a leader.
5: Alienware has been pretty successful in the industry. What qualities of
the company do you think have attributed to the companies success?
We know our customers really well - because we ARE our own customers. We design
our machines for the toughest users out there, and we know what they want,
because we're not easy on machines. We've always kept our focus on performance
and style. Over the years, you haven't seen us diversify our offerings and sell
a $400 machine. That's not who we are, and we're not going to be that company. I
think that focus on the demanding customer has been the source of our success.
It's what drives our people to create more powerful machines, sexier cases and a
better overall user experience. We're dedicated to producing the best computer
you can buy, and we're not going to back away from that.
6: The next generation of gaming has been a phrase used a great deal in the
media, with Vista and DirectX 10 coming along, how is Alienware meeting the next
wave of gaming technology?
I think it's important to recognize that Microsoft Vista brings some great
benefits with DirectX 10, but if you don't have a PC that is powerful enough,
you won't really be able to take full advantage of those benefits. Alienware
started shipping Vista on the majority of our systems on the day Vista went
live. We really feel like the best way for gamers to take full advantage of
Vista is with an Alienware.
7: Every company has its bumps along the road. Is there anything that stands
out in your mind that was a challenge to yourself or the company?
Those first couple of years were really make-or-break for us. I think it's
probably like that for a lot of new businesses, but it was even more so for us.
We didn't have a bunch of investors or the backing of some powerful company. It
was just us and our credit cards, but we made it work, and we really are living
the dream now.
8: Back on March 22, 2006,
Dell purchased Alienware. Alienware continued to operate under its own brand
name, now being a Wholly-Owned Subsidiary. That must have sent more than a few
ripples through employees in the beginning? How well embraced was the change,
and what where the benefits?
Any major change like that is going to make people ask a lot of questions, but,
since the time of the acquisition, employees and customers have seen that
Alienware is still Alienware. We're still committed to the same things -
unparalleled performance and style - and our connection to Dell gives us even
more avenues to provide our customers with the hottest PCs out there.
10: How important is customer service, from point of speaking to a sales
person, on to after the consumer has made a purchase?
Customer service is one of the essential elements to Alienware's success. We've
won several third-party awards from some key publications and other
organizations, and our commitment to providing excellent customer service and
overall ownership experience keeps getting stronger. Alienware customers are
special, and we're committed to treating them that way.
11: There have been a smattering of grumbles and complaints here and there on
customer service response and sometimes on length of time on delivery of a
system purchase. How extensive is the building of the system and then quality
assurance testing of the system?
We refuse to sacrifice quality and customization for the sake of pushing more
systems out the door. Our policy on building systems has always been, "build it
as if it were your own", and we take that very seriously. That's why we give
customers such an extensive offering of customization options that we then
diligently integrate into their specific system. Afterward, each system goes
through a meticulous 200-point quality control process to ensure that everything
is just right. Now, all of that is not going to happen overnight. Most of our
customers understand this, and they find that their patience is richly rewarded
with a highly reliable and personalized system that exceeds their expectations.
12: How seriously does the company take customer concerns and or complaints?
We take all customer concerns very seriously, and we work to resolve any issues
quickly and to the ultimate satisfaction of our customers. We're constantly
polling our customers to gauge what we're doing right and what we could be doing
better. It's an impossible task to make everybody happy, but that won't stop us
from trying.
13: That aspect of the business must be difficult to balance customer service
with common sense and company growth.
I don't think it's a difficult balance at all. To me, it's just common sense to
offer excellent customer service. That's what makes the company grow. When a
customer is satisfied, everybody wins. That customer will recommend us to their
friends and family, and will likely return to us in the future for their next
PC. So, really, you can't have the growth without the commitment to your
customers.
14: How would you rate Alienware's customer service?
Again, I think we do a great job, but you don't have to take my word for it.
We've been recognized by publications like PC World and Smart Computing for our
excellent customer service, plus we consistently receive praise emails and
letters from a multitude of customers whose #1 compliment is the outstanding
service they have received.
15: Most companies have some form of quality assurance in place for customer
service representatives, in the form of quality coaches, some level of
accountability. How are Alienware customer service representatives evaluated?
Each customer service representative that a customer encounters can ultimately
be the difference between that customer having a very positive experience and a
very negative experience, so we fully realize the importance of having the very
best people in place. We closely evaluate the effectiveness of our customer
service representatives through a number of methods internally and, once again,
we also listen closely to the feedback we receive from the customers themselves.
16: Jumping around a bit here, Alienware has over the years been awarded some
rather impressive Government and Military contracts. Is that a whole other
division of the company?
It's not an entirely separate division, per se, but we do have people dedicated
to working with government, military and enterprise customers. When you think
about the type of high-performance computers Alienware produces, it makes total
sense that certain key branches of the government and military, as well as some
enterprises, would look to us to address their computing needs.
17: What are some of the most important things happening in the computer
industry right now?
I think the PC industry is finally starting to come around to the idea that
gamers are the ones driving forward the real progress. Take a look at how
powerful PCs are becoming, and we have gamers and other power users to thank for
that. The multi-core processors, the GPUs that keep getting better, the
multimedia processing capabilities - these are all, in some way, related to the
kind of demands that gamers and other power users make of their PCs. The major
players in the industry are beginning to take their cues from what's going on in
these more advanced PC sectors. As a gamer myself, it's exciting to know that
I'm part of that and that Alienware is a key player in all of this.
18: What do you see as future trends in the industry?
I see increasing importance placed on gaming and high-performance computing.
People are now using their PCs for a lot more than just running spreadsheets and
checking e-mail. As they increasingly watch movies and play games, that interest
in the PC as a hub for work and play is only going to grow. I think we're going
to see the PC as a conduit to increasingly "real" virtual worlds where human
beings can interact in new and better ways - be it for gaming purposes or other
uses like remote surgery. The possibilities of virtual reality really are
endless, and the growing power of PCs is going to give us better and more
productive access to those virtual worlds. There may be a time - I think in our
lifetimes - when the line between what is real and what is virtual is blurred to
the point where it's no longer distinguishable.
In the more immediate future, I think the PC also has the potential to finally
become the true center point of the home. I think it will go beyond just
becoming an entertainment center and will act as a single point from which the
habitants of a home can control entertainment, home appliances, security systems
and a host of other things. This exists in a much more elaborate format now for
very high-end home automation systems, but what I'm talking about is the
"common" household PC being this powerful hub that allows control and management
of a multitude of applications.
19: Open floor, What would you like Readers, customers, and future customers
to know about Alienware?
I'll keep this simple. I want everyone to know that they should expect Alienware
to keep pushing the envelope of performance and style. The demands of our
customers match the demands we place on ourselves to keep staying ahead of the
industry and producing PCs that put everyone else on notice. We're going to keep
revolutionizing the PC industry, and we're going to stay focused on keeping our
customers happy.

20: Thank you very much for
taking the time for this interview.
You're welcome. It's been a good experience.
There you have it Impulse Gamer readers. While I have to admit for a moment
there it felt like the Spanish inquisition.and no one expects the Spanish
inquisition, Mr. Nelson Gonzalez answered all the questions, even the ones that
where on the difficult side with a gamers passion. Alienware is in good hands
and where ever the course is charted, Alienware will be there making those
wicked cool gaming and multimedia computers. Direct your browser on over to
www.alienware.com to see what they have to offer.
Have fun, play games
Edwin Millheim
Kick back, relax, let's play.
Shael Millheim
Auran's Joseph Hewitt
interview
by Edwin Millheim
(January 2007)

When and why did you begin the type of
work you do?
I went
to an after school tutoring place back in high school. They also ran an
educational software company where I eventually started working as both
a tutor at the school and as a game designer and artist making education
software.
I
eventually had it out with them over a variety of issues and quit. I was
telling a friend of a friend the story at a party; and he told me some
friends of his also used to work there and were forming a real game
company. I didn't think much of it, "Oh a 'real' game company. I'm sure
they are. That's nice. Oh look over there, they are serving punch..."
But he
passed my information on to them and next thing I know I was working for
Westwood. I worked there till EA closed the studio in 2002, then I
worked for Sony Online briefly before moving to Australia to work for
Auran.
I can
assure you that is all true and anything you might have heard about them
finding the bodies, fleeing the country one step ahead of the law, and
that sort of thing is completely exaggerated. Those bodies will never
be found and the law was quite happy that I was leaving the country.
How was Auran formed?
Well
in the beginning, the universe was created. This made a lot of people
very angry, and has been widely regarded as a bad idea. Then some other
stuff happened and some guys formed Auran.
Maybe
I should pass on this question. Auran has been around for awhile and
I've only been here a few years. I'm ashamed to admit I don't really
know the founding story. I think it involved a magic sword and a umm
dragon and… Yeah, I got nothing here. I'll pass.
What inspires you in game designing?
My
inspiration is really just the desire to create something people enjoy
and have fun with. I enjoy playing games and I think it is great that I
get to create games for other people to play and have fun with. I love
having people tell me about how much fun they had playing games I've
worked on.
My
motto is "cogito ergo ludo" which is Latin for "I think; therefore I
play."
Who or what has influenced you in some
of the games you have worked on?
I do
it all for my legions of adoring fans. And soon as I get some fans,
I'll be set. I'd be happy with just two or three. Anybody? Hello?
Has your environment/upbringing colored
what you bring to a project?
I have
played quite a number of games over the years; video games, arcade
games, role-playing games, live-action. I've read a lot of books, got a
huge comic book collection, and watched a lot of movies. I have
basically lived quite a bit of my life entrenched inside a rich fantasy
life. I've really tried to bring that experience as somebody who not
just enjoys all this, but eats it up and lives it.
Do you have a specific style yourself?
How diverse are other members in the design house?
Do I
have style!? I have more than style! I am so amazingly cool you could
keep a side of meat in me for a month. I am so hip I have difficulty
seeing over my pelvis.
Seriously though, we as a team are pretty diverse in style. We each
have our own little area that we focus on.
The
best part is we all have a lot of experience both as developers and as
players. Combined we cover a lot of ground so when trying to brainstorm
a particularly difficult game system or problem we have a lot of things
to draw knowledge and inspiration from.
The
bad part is I have a real hard time BSing them. I try to make up some
story about why I did something stupid, go off on some story about some
other game and no dice because one if not all of them have played that
game!
What genre are you most comfortable
with?
I am
probably 'most' comfortable with RPG or Action/Adventure type games,
though I am okay with just about any game type. I am probably a little
burnt out on RTS games after doing so many C&C games.
I am
not as comfortable with sports games in the traditional sense, like a
base ball or snowboarding games.
Though
to be fair you could say Fury is a sports game as it follows a lot of
the same underlying principals. You form teams, compete against other
players on a playing field; using a set of laid out rules, competing for
rank on a ladder system.
Do the folks at Auran come up with the
titles on projects? Or are most projects coming from some place else and
Auran works on them?
Auran
generally comes up with its own game ideas for its in-house projects.
For example Fury was conceived and created entirely by Auran.
Auran
is also a publisher so we also distribute other developer's projects in
Australia.
Is there ever any message in your games
that you want players to grasp?
I hide
my name in the Drow wallset in "Eye of the Beholder." Oh, not that kind
of message?
I
don't consciously put messages into games I've worked on but I would say
most games impart a message of over-coming obstacles. Games present the
player with a set of challenges and obstacles which the player has to
confront and overcome.
That's
sounds pretty sappy doesn't it?
Are experiences in a game ever based on
someone you know, or events in your own life?
Oh of
course, the whole gambit; from inside jokes to full blown
characterizations of friends. Anytime I can make fun of somebody I know
by hiding stuff about them in a game, oh yeah I'm going there.
I am
personally infamous for sticking Douglas Adam's references in all over
the place. Even my design documents are full of them. Just about all
of the user interface pictures I did in the social specifications use
names from "Hitchhiker's Guide to the Galaxy." For example the mockup
of the 'ignore player confirmation' says "Are you sure you want to
ignore Zaphod Beeblebrox?"
If you had to choose, which designer or
other person would you consider a mentor?
A
programmer named Barry Green really took the role of mentor to me in my
early days. Although there are lots of people who grind away to get a
game to completion; looking back I have a lot of memories of where it
was just me and him at the core of the process. We'd get some high
concept stuff and the two of us would have to figure out how to get it
to work in the game. Then I would draw it and he would program it.
What games are you playing now?
"World
of Warcraft" mostly, doing a lot of PvP. I'm playing through the latest
"Mario Brothers" on my DS and I finally got around to playing
"Half-Life: Episode 2" this weekend even though I bought it way back
when it was first released on Steam.
What are Auran's current projects?
Besides Fury which is the bulk of the company at the moment, there is
the "Trainz" team which is always going. We also have some Xbox Live
Arcade games we are working but I don't think they have been announced
yet.
If you had to do it all over again,
would you change anything in your latest game? What and Why?
Fury
is the game we wanted to make. There really hasn't been anything done
that I wish we could change. There is stuff that we've had to put off
with that ever popular phrase "for the expansion."
Now
there are some things that were redone… maybe even redone a few times.
You would be amazed at how often something is worked on, slaved over,
made just perfect… and then scrapped and done over. I remember telling
a bunch of new artists that if they didn't have to redo something at
least three times, chances are it had been cut from the game.
So I
guess you could say that I already have done it all over again. Maybe
that's why Fury coming together so well.
Can you share a little of Auran's
current work with us?
You
want to help do some of the work? Yeah sure, can you draw trial award
icons?
Is there anything you find particularly
challenging in what you do?
Covering all the bases is the biggest challenge. You have to make sure
you take everything into account when designing game systems so that you
don't get some exploitable bug or loophole.
For
example in Fury you can switch around, rebuild, or load a new
incarnation whenever you want. So what happens if you are in middle of
changing your incarnation around when you enter the War Zone?
What
happens if you try to add somebody to your friend's list who is already
on your ignore list or vise versa? What happens if you invite somebody
to your group and he doesn’t press the yes or no button right away so
you invite somebody else to your group and then the first guy finally
presses yes but now the group is full?
There
are lots of little things along those lines that you have to account
for. The hardest part is when some system changes later in the
development cycle to make sure you aren't adding any holes in other
systems.
Next generation gaming has been a
phrased that has been used in the media a lot. What is next generation
gaming to you?
Honestly, it doesn't mean much to me. It's just the phrase used to
promote the latest and greatest new system as if it were something
completely and wholly different than anything we had ever even dreamed
of before. They always try to make it sound we had been playing nothing
but "Combat" on the Atari 2600 all this time and now suddenly we have
"Gears of War."
Technology is always going to improve but it is going to do it at its
own pace. If you want to be impressed by 'Next Gen' go into suspended
animation for a few decades.
Next generation game platforms like the
Xbox 360 and the Playstation 3 are seen by most as a threat in some ways
to PC gaming. Do you have any thoughts on that?
I
think all of that is rather silly. It's the game, it's the fun and
enjoyment you have playing the game. The equipment you use to play the
game on is irrelevant.
Sure
games on the PC are different than console systems but that's because
they are being designed around the input devices and strengths of those
system and as those change the so will the games.
A
console system is still a computer, it just has a controller instead of
a mouse and keyboard because those are kind of hard to use on the living
room couch. But what will the future hold? Headsets are becoming more
common and it is much easier to talk than type. The Wiimote may not be
up to a mouse yet but in the end all I really care about is how I get
things done in the game. It's all about the interface with the game
experience. I want to swing my sword, shoot the basket, drive the car or
whatever.
Today
I want however I do that to be easy and tomorrow; I want to feel like I
am actually doing it.
Do you have any advice for people
wanting to break into the game industry?
The
biggest thing you can do is start doing it. There are plenty of games
that come with their own editors. Use them, start making your own stuff
and getting it out there. The first thing developers look for is
experience.
Second, education is important. For example there is a lot of math
behind game balance. The power progression / leveling curve isn't
something that's put together with guess work. If you don't have a clue
about economics you certainly aren't going to be able to balance a game
world's economy. Even some sort of literature background will give you
a lot of help with content creation and writing.
Do you have anything specific that you
want to say to our readers?
Just
remember there is never enough time to do it right, but always enough
time to do it over.
The birth of AURAN
For your historical knowledge, AURAN was “founded” by me and a hot
shot “genius” gamer called Greg Lane. The company began with the
name Australis Microprogramming on Jan 1, 1995. Its name was changed
to AURAN about a year later.
The company was then “saved” by the Hilliam family who became
involved in 1998. Tony commenced as a full time working director in
2000. He and I own the AURAN group of companies.
Greg lane has left the building.
Kind regards
Graham
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