Valve launches the Linux blog

Valve, a well-known game development company, has launched the Linux blog.  Apparently, there are quite a few efforts taken to port games to Linux.

The Valve Linux Team

Our mission is to strengthen the gaming scene on Linux, both for players and developers. This includes Linux ports of Steam and Valve games, as well as partner games. We are also investigating open source initiatives that could benefit the community and game developers.

Initially formed in 2011, the Valve Linux team is currently 11 people and growing. Our mission is to investigate open source development with a specific focus on supporting Steam and other Valve products on the Linux platform. The Linux background of our team varies from those who have a deep knowledge of Linux development to those who have just scratched the surface. However, one thing we all share is a great passion for supporting all things Valve on Linux.

While I’m happy to see more Linux activity and interest in Open Source, I have to say that I am a bit puzzled with the timing here.  The two trends that I see are:

  1. The move from desktop gaming to the console gaming.
  2. The move from desktop computing (desktops, laptops) to mobile computing (netbooks, tablets, smartphones).

Valve probably sees these differently.  Maybe Linux advanced far enough on the desktop to stir this interest.  Or maybe they are betting on the rise of Liux-based gaming consoles.  I don’t know.

Regardless, I hope they will continue their work in this area, and I really hope that it will result in  improvements to Open Source software.  After all, we could use some expertise from people who clearly know what they are doing.

Vim adventures

Vim is quite famous for being the best text editor in the world.  However it has quite a learning curve, especially for people who don’t touch type and who aren’t much interested in their own productivity.  Over the years, there were a few efforts to help the newcomers learn the basics.  But, I think, nothing came close to the amazing game Vim adventures – a maze navigation game, that uses Vim controls.

Karma-based pricing models for games

Slashdot links to an interview with Gabe Newell, of the Valve fame.  I think this idea is pretty interesting:

The issue that we’re struggling with quite a bit is something I’ve kind of talked about before, which is: how do you properly value people’s contributions to a community? … An example is – and this is something as an industry we should be doing better – is charging customers based on how much fun they are to play with. … “So, in practice, a really likable person in our community should get DOTA 2 for free, because of past behavior in Team Fortress 2. Now, a real jerk that annoys everyone, they can still play, but a game is full price and they have to pay an extra hundred dollars if they want voice.’

Karma-based systems aren’t the easiest ones to figure out.  But they have plenty of potential.  Given enough will, effort, and tweaking, I think this can be done.  How well it will actually work – remains to be seen.

Board games on steroids

Yesterday we had an interesting discussion with a colleague of mine.  We discussed the evolution of games, and, especially board games.  After a bit of whining and complaining, nostalgic tears, and laughter, our discussion took a more creative turn.  Together we came up with a few ideas on how to push the evolution of board games, given all that we’ve learned from other games in the last few decades.  Here are some of the ideas that we discussed.

3D Cross Zero

Firstly, the game that I’ve played plenty at high school.  The one where you have a 3×3 squares fields and two players draw crosses (one) and zeroes (the other) trying to put 3 in a row or column or diagonal and, at the same time, prevent the opponent from doing the same.

The game by itself is very simple and engaging.  Unfortunately, it has only so many combinations, and after playing it for a bit you’d know each and every one of them.  Especially those that increase your chances for success.

Now, the 3D Cross Zero game would have two important differences from the classic variant.

  1. The playing field can be endless.  No need to limit the game to 3×3.  You can have as many squares as you need, and you can play anywhere.
  2. The playing field won’t be limited to two dimensions.  That’s right!  You will be able to put three crosses or zeros up or down or on a vertical diagonal.

Chess Team Death Match

Chess is an ancient game, and it is a flexible one too.  But it’s a bit boring if you have more than 2 people who want to play.  Chess TDM comes to the rescue.  The number of teams and players per team can be adjusted as needed.  The different sets of rules can be adjusted as well.  Think Quake.  Consider, for example, a 4×4 – two teams of four players each.

Each player has a complete set of figures.  For this scenario you’ll need a board of 32×8 squares just to line figures up.  But given these armies on both sides, it will be a bit more fun if the board is slightly bigger.  Say 40×40.

Now, depending on how you want to play it, you can have either each player command his own figures, or teammates can command figures of specific class only – for example one player does pawns, the other does knights, etc.  You can limit the number of figures that each player can command, so that for example, you’ll need 2 pawn commanders.

The objective of the game can be different as well.  Still thinking Quake, you can have a free for all (each player for himself), or capture the flag, or team death match, or duel.  Oh, wait, no, you already have with the classic chess.

Chess Monopoly

Here is another chess variation – Chess Monopoly.  You play on the same chess board, but each square has properties and rent values associated with it like in the monopoly game.  The money are involved too.

This will give you an option of more strategies, ones involving pushing the opponent to more expensive squares and draining him of financials.

The money you earn can be used on resurrection of your killed figures, or purchase of additional army units or blocking parts of the board at all.  Private property sort of thing – trespasser will be shot on sight.

 

It took us less than 5 minutes to come up with these three ideas.  I’m sure we can do more, much more.  Too bad these won’t ever get implemented, or played and enjoyed.  Sad.

Very quick pass through 100% of Quake

Quake, a revolutionary game released back 1996, is awesome even by today’s standards. Maybe the visual effects have moved up a notch or two in the modern games, but the game play, the maps, the balance of the weapons – all these are much harder to figure out and Quake still kicks butt of the most modern games in those aspects.

Today, via Goblin, I came across these awesome video – a guy is going through Quake levels as fast as he possibly can, but at the same time, opening each and every secret place and killing each and every monster. That’s a 100% pass! Most of us, even hardcore gamers who finished the game back in 1996, haven’t seen every corner of every map. Now is the chance.

[youtube=http://www.youtube.com/watch?v=ZhzXKMqZBBc]

It takes only a minute or so per level. The precision and the speed are mesmerizing, sucking into the monitor. The sounds and familiar locations bring back nostalgic memories. I almost want to install Quake on my laptop and give it another go through. Maybe now, in 2011, I have a machine to run it at full speed.