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  3. Wail

Posts by Wail

  • Gabe Newell: Reflections of a Video Game Maker

    • Wail
    • February 5, 2013 at 6:33 AM
    Quote from FMPONE

    I think that's a bit of a naive view. Every single day there are tons and tons of, "Look what my girlfriend made," or "Look what I saw on my way to work today" posts. Oftentimes these headlines are untrue but these items are upvoted because their content is interesting or humorous, even though the post is in some respects false. The vast majority of these untrue things on a site like Reddit are not challenged and exposed as untrue because their truth or falsehood is tangential to the supposed entertainment value they possess. It'd be like going to "Damn You Autocorrect" and trying to discern real autocorrects versus humorous staged ones.

    As another example I went to Reddit and pulled off a headline: "Today I learned about the Officious Website of [An ex-President] which include tips on how to prevent masturbation and what causes these 'impure activities' such as rock and roll music and idealism" The link here is to a political humor site not the official website of that president. However, no one stepped forward in the comments to say, "This is untrue." Stepping in and correcting something that is untrue takes additional effort and means someone has to care enough to spend their time doing that. That person isn't a given. Many places on Reddit drive out "conscientious objector" types, such as /r/Atheism or /r/Politics, because their hivemind mentality is too strong. Echo chambers are a problem everywhere, but the anonymity and the explicit up-down mechanisms of Reddit amplify it even further.

    And even whether someone actually corrected this or not is largely irrelevant because finding out the truth in a sea of unreliable sources of information is hard work and human minds are lazy. Almost everyone probably knows the mythical factoid of "Human beings only use 10% of their brains," but that's not even close to true. However it's doubtful anyone knows offhand of any factual debunkings of this myth. Even reading falsehoods that are later corrected impacts your thinking, and not necessarily towards believing the truth. This sort of thing is lazy and deceptive but extremely common, and it's widely used in advertising and politics because human beings are wired to believe things we hear more than we are to disbelieve them (See Thinking, Fast & Slow for more in depth on this one).

    There is a big difference between "I told a bunch of people some silly piece of made up trivia" and "XYZ lied to us about [important issue]"

    I agree the immediate examples I gave are about unimportant trivia, but it's not limited to that. In fact I'm inclined to say that the examples where there are clear true/false ideas are the trivia, almost all real issues involve shades of uncertainty that are probably not reducible to true/false statements.

    I was thinking about your point when I went out earlier tonight and actually one of the prime examples I saw in the last year of the malign influence of social media rearing its head was in a particular criminal investigation that was all over the American news earlier this year. I'm going to avoid going too much into specifics but from my impression this story went viral on sites like Reddit and then started getting attention by national journalists who ran with the story for a few weeks. There has been followup information in the national news media that contradicted a lot of what was initially reported, but at this point the initial impressions of people have already been formed and they've made up their mind on what story they believe. The fact that millions of people still believe an untrue narrative in the face of convincing evidence that the story they believe is wrong doesn't speak a whole lot about the truth-telling value of social media in my eyes.

    Quote from FMPONE

    Everything you said about collective falsehoods is true, but if they're collective falsehoods you don't care about, that's not really going to the nature of what Gabe was speaking. At least not in my opinion. The nature of reddit is that people congregate in areas they're most passionate about, so it's less and less likely to be able to con those people, and if you can't con them, you risk that their knowledge spreads and becomes the mainstream opinion.

    Anyways, I think he's fundamentally right. It's harder to con people now than it was in the past, because we have more access to information. Obviously this means less important shit gets cloudier, and there is a lot of low level bullshit, but if something a dedicated subset of people are interested in, it becomes clearer in the sense that you can go to those experts and get a more credible answer or they themselves might take action to inform others.

    I'm not so sure. Just to give an example I'm familiar with, and believe is important: In the 1970s it was commonly agreed upon that mankind hadn't undergone any substantial evolutionary adaptation in the last 10,000 years since the invention of agriculture. This was the dominant view for ~30 years among experts in the field. Fast forward to 2010 and we have learned through mapping of genomes of various different groups that not only were the experts in the field wrong, but human evolutionary adaptations actually sped up by orders of magnitude within this time frame. Even though solid data didn't exist at the time, a consensus viewpoint was formed [for nonscientific reasons]. But even today the views of 40 years ago are still depressingly common because consensus opinions are less about factuality than they are about social signalling. These same problems exist on the internet, but social media sites in particular amplify the negative elements by gamifying behaviors into points and attempting to disperse moderation of content onto everyone, which means no one is responsible when things turn into total pap (ie, r/Gaming).

    Anyway to veer this back towards on-topic stuff, one of the reasons why I actually trust Valve's judgement is that they are ultimately responsible for their actions. The idea that Valve is authoritarian is kind of silly, since Valve itself is accountable (albeit in indirect means) to its customers. A collective anonymous group of Valve's fanbase is much less so, and these people are more worrying to me than Valve employees, particularly because I've actually played in CS pubs.

  • Gabe Newell: Reflections of a Video Game Maker

    • Wail
    • February 4, 2013 at 9:29 PM
    Quote from FMPONE

    In the short term you can lie to reddit, but ultimately you'll be exposed

    I think that's a bit of a naive view. Every single day there are tons and tons of, "Look what my girlfriend made," or "Look what I saw on my way to work today" posts. Oftentimes these headlines are untrue but these items are upvoted because their content is interesting or humorous, even though the post is in some respects false. The vast majority of these untrue things on a site like Reddit are not challenged and exposed as untrue because their truth or falsehood is tangential to the supposed entertainment value they possess. It'd be like going to "Damn You Autocorrect" and trying to discern real autocorrects versus humorous staged ones.

    As another example I went to Reddit and pulled off a headline: "Today I learned about the Officious Website of [An ex-President] which include tips on how to prevent masturbation and what causes these 'impure activities' such as rock and roll music and idealism" The link here is to a political humor site not the official website of that president. However, no one stepped forward in the comments to say, "This is untrue." Stepping in and correcting something that is untrue takes additional effort and means someone has to care enough to spend their time doing that. That person isn't a given. Many places on Reddit drive out "conscientious objector" types, such as /r/Atheism or /r/Politics, because their hivemind mentality is too strong. Echo chambers are a problem everywhere, but the anonymity and the explicit up-down mechanisms of Reddit amplify it even further.

    And even whether someone actually corrected this or not is largely irrelevant because finding out the truth in a sea of unreliable sources of information is hard work and human minds are lazy. Almost everyone probably knows the mythical factoid of "Human beings only use 10% of their brains," but that's not even close to true. However it's doubtful anyone knows offhand of any factual debunkings of this myth. Even reading falsehoods that are later corrected impacts your thinking, and not necessarily towards believing the truth. This sort of thing is lazy and deceptive but extremely common, and it's widely used in advertising and politics because human beings are wired to believe things we hear more than we are to disbelieve them (See Thinking, Fast & Slow for more in depth on this one).

  • Gabe Newell: Reflections of a Video Game Maker

    • Wail
    • February 4, 2013 at 8:04 PM

    Great talk but I am not really sold on the idea of games as "productivity platforms." This doesn't seem to make a whole lot of sense to me unless we live in a post-scarcity world or a world where human labor is irrelevant. And even if we did live in a world where either of those were true, the non-infinite nature of the human mind leads to valuation and hierarchies of status & interest such that games are not going to exist for the vast majority of people as anything other than private diversions.

    I believe I see where he's trying to go in that thinking of games in this way allows both Valve and pro players, and a nascent eSports media, to capitalize on each others' efforts & success. But this seems like a very specific train of thought relevant mostly to existing and well-established names (DOTA, CS) that all games are unlikely to tap into. L4D really doesn't have a thriving competitive scene for example, and I doubt there's anyone in the world using it as a "productivity platform" but I'd be surprised if it wasn't a money-maker for Valve.

    I also am a little skeptical of the idea (~22m) that democratization leads to better social systems overall (for lack of a better, more succinct way of putting it). His statement "You can't lie to Reddit" is entirely untrue for example -- If there's anything that can be counted on it's that hivemind mentality of places like Reddit will lead them to upvote and latch onto untruths that align with what lowest common denominator Redditors want to believe. This is actually a topic that is directly & indirectly touched upon in the last couple of books I've read, Thinking, Fast and Slow by Daniel Kahneman & The Righteous Mind by Jonathan Haidt, both well worth reading.

  • Bioshock Infinite (Spoiler free thread)

    • Wail
    • January 28, 2013 at 7:47 PM
    Quote from SpronyvanJohnson

    External Content www.youtube.com
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    Now that's a pretty cool promotional video. My only concern is the social commentary angle of Infinite is going to be as hamfisted as the original's, which will make me facepalm continuously anytime I try to have a serious discussion about it.

  • Q1 - In the Shadows

    • Wail
    • January 23, 2013 at 9:47 PM

    This looks really cool and right up my alley. Now just to track down my copy of Quake.

  • Mapcore CSGO Server

    • Wail
    • December 29, 2012 at 10:29 PM

    Dang, apparently I keep missing these. Was hoping to make today's but had some errands that got in the way.

  • What Books inspired you?

    • Wail
    • December 16, 2012 at 9:00 AM

    [Blocked Image: http://3.bp.blogspot.com/_LI1lHKt-0Nk/TUC4T9_1uII/AAAAAAAAA1o/uv621-DRjt4/s1600/book-new-sun.jpg]

    The Book of the New Sun & Urth of the New Sun series of books. Beyond any words of praise I could give it.

  • Portal 2's The Perpetual Testing Initiative

    • Wail
    • May 11, 2012 at 6:55 AM

    Thanks SamCom, I checked again a couple hours since I originally found my files missing and they had shown up again. Was really stressed in that time though, definitely would've been saddened to see a couple days worth of mapping go down the drain.

  • Portal 2's The Perpetual Testing Initiative

    • Wail
    • May 11, 2012 at 2:57 AM

    Has anyone else had their maps disappear from their workshop? I went to go send the links to my maps to some friends earlier, and my workshop literally had nothing in it, even though I published a couple of basic maps the past couple of days.

  • Evan 'Wail' Whiting - Level Design

    • Wail
    • May 6, 2011 at 9:55 PM
    Quote from Furyo

    You may be working on the assumption that your screen name online bears any significance in this industry, but in my experience nothing could be further from the truth. Recruiters know names they have worked with, and will look at your work through your portfolio, not through Google. The way you present you and your work dictates the future, not the way you did it in the past.

    Good to know. I've been debating this over myself and I think I may put up the portfolio as a subdomain of my more general personal website/resume.

    My main concern isn't truly about my game handle & consistency but just keeping non-game work that I've done separated from game development related stuff (but in a way that's still easy for potential employers to find me, etc. etc.). Mostly because people working outside the gaming-industry might have a negative prejudices towards someone who spends a lot of time playing / working on games, silly as that may be.

    I also went ahead and added various email links down the page and have been working on an about page & trying to get the link up at the top to work as a mailto link.

    I've also been thinking about adding a lightbox feature for viewing the larger-size images: Does anyone have any thoughts on the use of lightboxes?

  • Evan 'Wail' Whiting - Level Design

    • Wail
    • May 5, 2011 at 8:21 PM

    Thanks for the feedback guys. Not quite sure what to do on the "Suicide" front - It's my in-game handle and pretty much everything I've done game-dev wise is released under that name. It's also the only thing that distinguishes a Google search for me from a google search for any number of bands/Arab guys/whatever.

    Maybe I will think about grabbing another domain name specifically for the portfolio.

  • Evan 'Wail' Whiting - Level Design

    • Wail
    • May 5, 2011 at 2:37 AM

    Hey,

    Recently been working on putting together a good looking portfolio. Hoping I can get some comments and critiques on the portfolio and works.

    http://www.evanwhiting.com/portfolio

    Right now I don't have an About/Resume up, I'm aware that's missing and am working on it currently.

  • [l4d2] DROP DEAD GORGES vs. campaign

    • Wail
    • February 11, 2011 at 8:29 PM

    I will install this and try and give some impressions. I'm a semicompetitive L4D/L4D2 player so I'll let you know if I have any feedback on how well it'll play in Vs.

    (Unfortunately it's probably unlikely that I'll ever get to play it in a Vs. match unless I can find 7 friends who aren't lazy deadbeats about downloading and installing maps. For whatever reason, downloading a file and double clicking a .vpk is "too much work" for some people.)

    Edit: Just realized there is no download link. Will try to remember to get my hands on it when I see this thread updated with a DL.

  • WIP in WIP, post your level screenshots!

    • Wail
    • February 5, 2011 at 1:02 AM
    Quote from Aalexanderrr

    Next build... @ aaron_da_killa : True that but now that I look at it, I have also used blueish sorta color for windows and that is 3rd color in the scene. Adding one more would be an overkill.

    I actually really like the color variation and depth in this shot. My only criticism would be the texture for those blue lights is just a little too bright/white. Tone it down slightly and I think the whole thing would look much better. The actual light actor settings are fine and this scene is interesting because of the colors -- The orange scheme proposed by dux just looks too much like "Yet Another Rust Factory" in my eyes.

  • [UT2004] DM-Heartbreak

    • Wail
    • February 4, 2011 at 7:39 AM

    Hi all, first post though I've been lurking around here for quite awhile, never really had anything I wanted to show off or ask for help on as I've been working a lot on programming rather than level design. Well, the level-design bug bit me and I am working new deathmatch level for UT2004. Old game, I know, but still plenty of players looking for some fresh maps.

    This is a small 1v1 or 2v2 layout that I am working on to get some more practice in 3DSMax, and to practice level design in general.

    My first step was to build my layout in BSP within UnrealEd. I am much more familiar with UnrealEd than 3DSMax so this part was easy for me. I also wanted to ensure the scale and jumps worked in the game first.

    Basic WIP Layout Design shots:

    [Blocked Image: http://www.wailofsuicide.com/screenshots/Shot01217.jpg]

    [Blocked Image: http://www.wailofsuicide.com/screenshots/Shot01218.jpg]

    [Blocked Image: http://www.wailofsuicide.com/screenshots/Shot01219.jpg]

    [Blocked Image: http://www.wailofsuicide.com/screenshots/Shot01220.jpg]

    [Blocked Image: http://www.wailofsuicide.com/screenshots/Shot01221.jpg]

    After building the basics of the level I began following a tutorialby Hourences on how he made his cave. Now, I went about things a little differently in that I didn't start with one subdivided box and just extruding entirely from that -- I blocked out the larger spaces first using that method and then used 3DSMax's cut tool to add subdivisions where necessary to get the layout correct.*

    After doing that I applied a MeshSmooth to add a more organic look to the blocked out elements, applied a simple UV Unwrap & material, and then exported my ASE to bring it into Unreal. At this point I just wanted to get it into the game and walk around to get a feel for how it would work with all the elements in place.

    WIP version 2:

    [Blocked Image: http://www.wailofsuicide.com/screenshots/Shot01213.jpg]

    [Blocked Image: http://www.wailofsuicide.com/screenshots/Shot01215.jpg]

    Overall I'm pretty pleased with the layout that I've got. I have an urge to add a few more connecting passageways or rooms, but I think that may detract from the focusing of action around the central area. I will re-evaluate this more after playtesting with actual players.

    * Right now I'm on a 2nd pass over the level geometry in 3DSMax to smooth out jagged polygons and get the geometry into a more finalized state.I am a little concerned that my initial methodology here may not have been the best and could hinder progress. I am going back to the model now to add detail to points that need it, however I've noticed already several points at which cuts I've made with 3DSMax's cut tool have resulted in overlapping polygons that aren't attached at the vertices (however, those vertices are positioned at the same point. But they can't be welded for some reason unless I delete some of the polygons and recreate them). If anyone's got any tips on this front I'd appreciate it.

    Hopefully should have the geometry nailed down by this weekend and can focus purely on aesthetics & gameplay in UnrealEd.

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