The Nvidia Shield is really tempting. Having just one PC at home capable of gaming, and having it situated in my bedroom means that sometimes, I just can't play if my wife and child are sleeping. When Steam Home Streaming was announced, I was thrilled. The problem was, the only other laptops I have are a netbook, and a notebook more than 10 years old. Would it actually work on these devices?
The amazing thing (or perhaps not if you understand how streaming works...) is that it does work. While I've yet to try it on the netbook, I can play games on the old machine. Frame rate does become an issue on certain games, and I've yet to properly troubleshoot so I can't say if it can be improved, but, it does work quite well. Ideally, you want to stream Steam games, but you can actually add other 'non-Steam' games to Steam to make it work.
Simply clicking 'Add a Non-Steam Game to my Library' does not work with Blizzard games though, likely because of the laucher app. Here are some troubleshooting tips I got from forums:
1) Select 'browse' at the 'Add a Non-Steam Game to my Library' window and navigate to the folder with your game and select the .exe file.
2) If you can't find the .exe file, or it doesn't work with Steam, try the folder 'Support'. Sometimes, the file will come with a 'Switcher' in the file name. For example: "E:\Program Files\Heroes of the Storm\Support\HeroesSwitcher.exe"
3) Add a -launch after the file name. For example: "C:\Program Files\Diablo III\Diablo III.exe" -launch
Hope these tips help if you want to stream through Steam. I haven't been able to get Hearthstone to work though, but when Android tablets and smart phone support comes, we won't need to. For now, Splashtop streaming to tablet works for me if I don't manage to steal my wife's iPad 2 to play.
Thoughts and discussion about the gaming industry, practices and issues developing, selling, and support for games. Follow this blog on twitter @gamawareness.
Friday, October 31, 2014
Saturday, October 11, 2014
FPS and Resolution
Next gen has become current gen, and gamers are expecting better graphics on their games. 1080p is the talk of the town, and the debate between 60 and 30 frames per second (fps) continue to rage on. Developers tout 30fps as the way to go for the 'cinematic' feel and that 1080p is not important if the game looks good.
Frankly, I don't really care how 'amazing' a game looks if it plays well and controls are responsive. And that's why 1080p or not, it doesn't really matter to me. And that is also the reason why 30 fps doesn't cut it for me. You see, 30 fps makes the game feel laggy - control input just doesn't reflect on screen fast enough. I never understand why people can't tell the difference, but I'll try to guess.
Perhaps these people just aren't experienced gamers. For example, fighting game experts can get the timing of combos down to the frame, while noobs like me struggle to even understand recovery frames. Perhaps the majority of people simply are not good enough at gaming yet to sense the lag in the control on a 30 fps game. Perhaps all they've been exposed to are console 30 fps games and thus are unable to realize how much smoother 60 and above is.
It is best then, that game developers keep these gamers ignorant, and can continue to get away with a lower frame rate. Then, they can continue to push intense graphics at the expense of game play. For people like me who have been exposed to higher frame rates though, it is too bad. It's a shame, but the games we get to enjoy will be much less.
Frankly, I don't really care how 'amazing' a game looks if it plays well and controls are responsive. And that's why 1080p or not, it doesn't really matter to me. And that is also the reason why 30 fps doesn't cut it for me. You see, 30 fps makes the game feel laggy - control input just doesn't reflect on screen fast enough. I never understand why people can't tell the difference, but I'll try to guess.
Perhaps these people just aren't experienced gamers. For example, fighting game experts can get the timing of combos down to the frame, while noobs like me struggle to even understand recovery frames. Perhaps the majority of people simply are not good enough at gaming yet to sense the lag in the control on a 30 fps game. Perhaps all they've been exposed to are console 30 fps games and thus are unable to realize how much smoother 60 and above is.
It is best then, that game developers keep these gamers ignorant, and can continue to get away with a lower frame rate. Then, they can continue to push intense graphics at the expense of game play. For people like me who have been exposed to higher frame rates though, it is too bad. It's a shame, but the games we get to enjoy will be much less.
Saturday, October 4, 2014
Why Cater to Casuals and 'Free' Players?
Nothing upsets a hardcore player more than to hear of his favorite series becoming more 'accessible' or 'casual friendly'. Certain games like the Souls series can be punishingly hard, and yet have a huge following. Yet in general, games are getting easier and easier, so much so that normal mode has become easy and easy is basically faceroll.
What we gamers sometimes fail to realize, is that it might not be the devs that make the call, but it is the publishers' attempt to get more sales. Hard and deep games might attract gamers looking for a challenge but a majority of gamers will not be able to get into it. It is no wonder then, that catering to casual gamers becomes very attractive.
That's not to say that devs don't have a reason to simplify their games too. No matter what, much effort have been put into making these games and it is natural that we want others to see the fruit of our labor. Blizzard's choice to include Raid Finder in World of Warcraft has allowed less hardcore players to experience their raids. Yes, it's more effort to create different difficulties, but the art assets, the encounter designs and the lore are not wasted. It also gives casual gamers something to do in the end game and keep them subscribed.
And when it comes to multiplayer games, having more players make for a vibrant community. Be it hardcore or casual, having a larger number of players is crucial at the very least, for the matchmaking to work. Even if they are non-paying players in a free-to-play game, devs have to keep them playing. Imagine having to queue for hours to get into a game. 'Casuals' do get better too, and with proper matchmaking, hard core players shouldn't run into the not so skilled (provided there are enough players playing; see where this is going?)
Ultimately, it boils down to good game design. A good casual and hard core friendly game should be easy to pick up, hard to master. And even then, the balancing between the hard core and casual will remain a delicate art.
What we gamers sometimes fail to realize, is that it might not be the devs that make the call, but it is the publishers' attempt to get more sales. Hard and deep games might attract gamers looking for a challenge but a majority of gamers will not be able to get into it. It is no wonder then, that catering to casual gamers becomes very attractive.
That's not to say that devs don't have a reason to simplify their games too. No matter what, much effort have been put into making these games and it is natural that we want others to see the fruit of our labor. Blizzard's choice to include Raid Finder in World of Warcraft has allowed less hardcore players to experience their raids. Yes, it's more effort to create different difficulties, but the art assets, the encounter designs and the lore are not wasted. It also gives casual gamers something to do in the end game and keep them subscribed.
And when it comes to multiplayer games, having more players make for a vibrant community. Be it hardcore or casual, having a larger number of players is crucial at the very least, for the matchmaking to work. Even if they are non-paying players in a free-to-play game, devs have to keep them playing. Imagine having to queue for hours to get into a game. 'Casuals' do get better too, and with proper matchmaking, hard core players shouldn't run into the not so skilled (provided there are enough players playing; see where this is going?)
Ultimately, it boils down to good game design. A good casual and hard core friendly game should be easy to pick up, hard to master. And even then, the balancing between the hard core and casual will remain a delicate art.
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