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RICHARD MOSS
COMMUNITY WRITER
10831_319453355346_603410346_9613365_6156405_n
Followers (14)
Following (14)
LOCATION
Melbourne, Australia
I'm a dancer and University of Melbourne student with aspirations to work as either a game developer or professional writer (or both). I also write at Australian Macworld and MacScene.net. I love creating and reading, writing, and talking about stories and interactive systems. Oh, and soccer.
TWITTER  Mossrc
FACEBOOK  Mossrc
WEBSITE  Macscene
LINKEDIN  -NONE-
XBL  -NONE-
PSN  Dreamric
WII   -NONE-
STEAM  Mossy 11
RICHARD MOSS' SPONSOR
FEATURED POST
Civilization2
How the Civilization series shaped Richard Moss's youth and challenged his world view.
Tuesday, September 21, 2010 | Comments (9) | Boosts (8)
POST BY THIS AUTHOR (55)
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Fighters are so cool. Also, I destroy two civilizations and rant about the changes to foreign relations/diplomacy since Civ 4.
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Another twist in the tale as I continue my charge against the Romans.
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I'm not exactly sure what happened, but I'm at war with EVERYONE!
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The war with Greece goes well. Then I do something stupid (two stupid things, actually).
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A student discovers the difficulties with developing video games under a deadline.
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2D shoot-'em-up Gaia Seed asks big questions about our relationship with the world, and ourselves.
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A new war... with an unexpected enemy. And my sticks get pointier.
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I entered another Golden Age...twice. Plus graphical glitches, technological progress, and thinking ahead.
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Caesar's lost his mind. And I let the world know that the city is mine.
Mwsnap021
The tables turn in the war against Genoa
Today in Game Diary: Civilization 5 I enter a Golden Age, give birth to a Great General, get reminded of Jesus Christ Superstar, and form a Pact of Secrecy.
Today in Game Diary: Civilization 5 I get attacked by barbarians and start a war with a city-state, realizing along the way that conflict is a very different beast in this edition of Civ.
COMMENTS BY THIS AUTHOR (256)
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My choice of buildings depends on what I need at the time. Recently, the happiness issues have prompted me to mostly build stuff that boosts happiness. And my empire grew dramatically in a very short space of time. As a result, maintenance costs increased considerably while income changed very little. That's changed now, as you'll see in the next Game Diary (to be posted later), but it was tough going for a while.



With happiness more-or-less under control and my major cities able to prop up the empire, I'm now working to get gold-producing buildings in all of the outlier cities.



I'm doing everything I can to prepare for a tense finish against Siam. The two things that trouble me the most are that they have the giant death ray unit (or whatever it's called), and they have a huge population. I'm catching up to them in all demographics, and am sure I can outmaneuver Ramkhamhaeng, but it may be too little, too late.


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About 15 hours ago
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Yay! Finally made the list. I was blown away by the response to my story -- I guess that's what I get when I write something that's both interesting to lots of people and topical.


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About 16 hours ago
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Yes, bring on more adventure games.



I'm playing Dreamfall at the moment, having played The Longest Journey earlier in the year, and would love to see more games in that style. The world feels so complete and full of life, while the characters are well-written and down-to-earth (despite the crazy stuff that happens to them).



I usually say to people that Myst killed innovation in the adventure genre, because it was so successful that it gave developers a formula and fans an expectation for what adventure games should be like. It's the same thing as saying the Myst-clones killed the genre, but drives straight to the heart of the matter.


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Yesterday
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I neglected to mention it in the article, but to answer Rob's question on the previous Game Diary, the Japanese did land their troops on Genoan soil. Three of them occupied the tiny island just to the east of Genoa, while the others landed adjacent to the city. None of them actually did anything after landing, though (except die).


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Sunday, November 14, 2010
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Like Alex, I find the writing part easy. The problem is plucking up the courage to tell people they should pay me to do it. But I've made huge strides in the past 10-12 months -- I actually believe I am a writer now, and I've got a growing body of professional-quality work to prove it. (I'll take this opportunity to give a big thanks to Bitmob for giving me both a platform and the encouragement to write more.)


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Wednesday, November 10, 2010
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This is called "the illusion of choice." When done correctly, as you say, the player believes their decisions are meaningful and there is no disconnect between action and consequence. All games with story try to utilise the concept; only a few succeed -- even BioShock breaks down at the end.



Games that do it particularly well allow for some genuine player agency, wherein your actions really do decide whether a character dear to you lives or dies. The first example that comes to my mind is Fallout 2, where a decision you make can result in the genocide of an intelligent race (the peoples of which you may have gone out of your way to help).


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Wednesday, November 10, 2010
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There are a lot of very smart people trying to do exactly what you're asking for, here, but it isn't easy. (Because the complexity of the system increases exponentially with each "choice.")



One game that tried to do this was The Last Express, which was Jordan Mechner's big adventure game project following the original Prince of Persia. I think it took them four or five years to make, and was at that point (1997) the most expensive game ever made.



The Last Express played out in (accelerated) real-time, taking place entirely within a train. The other characters went about their lives whether you were there or not, although your actions could modify their's. If you took too long to choose a dialogue option, the other character would either cut you off or walk away. There were even alternate endings that could occur at various stages of the game, should your decisions lead to disaster. Unfortunately, the "seamless choices" broke down at a few key points where only one of the possible actions was deemed acceptable.



I think we're still in a situation where the only way to effectively provide seamless choice is to scale down the scope of the game -- set it in a small, enclosed environment like a train, house, or cemetery. Then, the amount of work required in handling player choice becomes more manageable.


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Wednesday, November 10, 2010
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Well that's a horrible bug! I can't believe they didn't fix it. I would have seriously considered the option to puppet those cities had I noticed it, but I clicked on "view city" straight away.



There's no way to retroactively turn a city into a puppet, is there?


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Tuesday, November 09, 2010
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I know some people who are working to solve these problems. From what I can tell, the biggest problem they're having is with legal issues -- to do things properly takes support from legitimate businesses, who will not touch anything they could get sued for. So these people have to skirt around the issue of copyright infringement and piracy, and when they try to create a business they run into all kinds trouble keeping everyone happy.



Keep in mind also that a lot of older games do not have clear copyright ownership. Companies have gone into liquidation or been bought, sold, and re-sold dozens of times. In many cases, no-one knows who owns the copyright, and no-one has the source code. A lot of games have been lost completely, while many others remain only so long as the amateur or illegitmate archives survive. So even if the government does change the copyright law (which it absolutely should), there will be games that get lost in the turbulence of game company mergers, acquisitions, and bankruptcy.


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Tuesday, November 09, 2010
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So as someone who played the hell out of Pro Evo 5 back on the PS2, but has barely touched a soccer game since, should I get this? I had a quick play with the demo and enjoyed it, but was a bit intimidated by all the tactics stuff that's been added over the past five years (or is all that stuff new as of this version?).



I guess what I really want to know is whether this version plays and feels better than PES5 did back in the day, because I won't settle for anything less.


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Tuesday, November 09, 2010
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That reminds me I've still got to play Rabbids Go Home. I think the Rabbids should have a TV spot -- they're so charming and funny.


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Monday, November 08, 2010
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All very clever videos. I've seen the third one before, but knew nothing of the other two.



I laughed all the way through that Japanese one -- it may be staged, but the presenter's reactions were fantastic. And I wish my history classes were as interesting and well-presented as the first video.


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Saturday, November 06, 2010