anti-aliased

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  • Analysis of iPad 2 display shows performance similar to iPhone 4

    by 
    Chris Rawson
    Chris Rawson
    03.16.2011

    The iPhone 4's Retina Display rightly gets praise for its high pixel density. Since its release, many iPad owners have longed for Apple to bump up the display resolution from 1024 x 768 in order to provide a similar viewing experience on Apple's tablet. When viewing an iPad's display next to an iPhone 4's Retina Display, the iPad appears excessively pixelated, particularly in text-heavy apps like iBooks. Pixel density aside, recent analysis by Dr. Raymond M. Soneira of DisplayMate Technologies shows that the iPad 2's display stacks up well against the iPhone 4 in most other measures. According to Dr. Soneira, "the display on the iPad 2 delivers almost identical performance to the impressive iPhone 4 Retina Display," for the values he measured. Dr. Soneira compares the iPhone 3GS, iPhone 4 and iPad 2, and he analyzes values such as brightness, contrast ratio, black levels, and viewing angles to give us an idea of how Apple's newest device stacks up. In most respects, the iPad 2's display does indeed perform similarly to the iPhone 4, and both devices have measurably superior display quality compared to the iPhone 3GS. Although the iPad 2 display's 132 ppi doesn't compare favorably to the iPhone 4's 326 ppi, Dr. Soneira calls the pixel density on the Retina Display "overkill" anyway. He believes some of the iPad 2 display's shortcomings could be addressed in software; Dr. Soneira says "anti-aliasing on the iPad 2 is far from state-of-the-art and degrades the perceived sharpness of text and graphics." Indeed, comparing the anti-aliasing on an iPad display versus a notebook display with a similar pixel density shows the iPad suffers from greater pixelation. Some iOS developers, such as Firemint and Chair Entertainment, have already taken advantage of the iPad 2's better graphical performance, and using techniques similar to the ones Dr. Soneira advocates, these developers have delivered superior-quality graphics in their apps even though the display resolution remains the same. With its limited RAM and less powerful A4 processor, it's possible the original iPad lacked the processing power necessary to support anti-aliasing similar to that accomplished on Mac displays, but the iPad 2 should be able to do so. Perhaps improved anti-aliasing for the iPad 2 is something we should add to our wish list for iOS 5. [via AppleInsider]

  • Anti-Aliased: What happened to building worlds

    by 
    Seraphina Brennan
    Seraphina Brennan
    10.22.2010

    I hope you guys have taken the time to check out our GDCO coverage, specifically our interview with Richard Bartle. If there's anything that has really been on my mind for these past weeks, it's been that. Dr. Bartle's approach to MMOs is very similar to my own personal approach to MMOs: these are games, but they are also worlds. And it's been that line of thinking that has lead me to today's column. What happened to creating worlds in our games? Now, I'm not saying that our games don't include vast settings for us to explore. All of our MMOs include some great settings, but they seem to fall flat anymore. Instead of focusing on how players can interact with the world and each other, many developers are focused on creating the coveted "theme park" environment. We have worlds filled with pre-planned obstacles and challenges that rarely change and evolve over time, instead of allowing players to interact with the world and vice-versa. So, with all of our new knowledge on how games work, what's stopping us from tackling the challenges we used to tackle regularly? How can we make world building and sandbox practices approachable? How can we re-ignite the creative fire?

  • Anti-Aliased: How I mine for craft

    by 
    Seraphina Brennan
    Seraphina Brennan
    09.30.2010

    This column was bound to come sometime. We've had legions of people asking us, "Why don't you cover Minecraft? It's totally an MMO!" The email barrage was so constant that I had nightmarish fits in my sleep, where I was drowning in oddly block-shaped emails pouring out of my ceiling. Now, after I've finally played Minecraft, my nightmarish fits have turned into scenes in which I'm being attacked by giant block-shaped spiders, but that's neither here nor there. I can see why people have fallen in love with this game, and they have every reason to. Minecraft may not be an MMO by our standards, but it is an example of gaming done right. It's the purest form of everything we love about gaming, and it's a game that could teach MMO makers a lot about design, should they care to listen.

  • Anti-Aliased: Breaking into MMO gaming journalism pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    09.17.2010

    I proof my own articles, and what I miss in my proofs will inevitably be caught by Brianna Royce and her Editorial Stick of Justice +3. But if you want a job here, you have to prove to us that you're willing not only to write solid material, but to go back to check and double-check that same material.

  • Anti-Aliased: I can finally stop playing Mortal Online now

    by 
    Seraphina Brennan
    Seraphina Brennan
    09.02.2010

    A long time ago, well before Mortal Online launched, I was really looking forward to playing the game. The first-person only perspective made me drool, the Unreal Engine 3 powered graphics engine looked top-notch, the endless amount of customization of weaponry made me giddy, and the sprawling open world made me bow in awe. This was a game that sat at the top of my "WANT NAO" list, and I'm not even a person who's really huge into PvP. I just wanted an Elder Scrolls/Ultima Online inspired sandbox. Upon finally playing the game, however, all I found was a nightmare of errors, glitches, and missing systems. Mats Persson, one of the developers of Star Vault, was right: this game does lack polish, user friendliness, and many systems that could turn this sandbox into a true sandbox. Instead, all I found was a buggy, glitchy, never-ending, pointless deathmatch in an MMO world. Keep reading, and I'll be more than happy to explain every aspect of my time with Mortal Online. If you're interested in commenting on this article, then you have to trek all the way to page 3 this week. Just a heads up! %Gallery-100774%

  • Anti-Aliased: Don't hate the playa, hate the developa

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.19.2010

    So I noticed something last week, in the comments section of my piece on UI design, that finally kicked me back into "endless rant" mode. It's a sentiment that I've noticed in the video game community at large for a while now, but I never really knew how to approach it until recently, thanks to my own life experiences with games. It's an idea that's pretty misinformed on how the industry works. It's the idea that the developers behind any given game are an idiots. According to commenters, they're all blind, non-gamer morons, bumbling around in the dark without the slightest sense of what game mechanics are actually fun. Why are these bumbling morons in the industry? Why don't they listen to the endless array of golden ideas that pop up on game forums? Don't they realize that these revolutionary ideas will turn every game into double-rainbow-crapping unicorns? Why haven't 15% of my readers (a totally accurate statistic, mind you) figured out how sarcastic I'm being at this point in the introduction? This week we're going after some of the common misconceptions about developers and game design, and how making a game as complex as an MMO is really never as easy as you claim it is.

  • Anti-Aliased: UI see what you did there

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.12.2010

    Dear user interface designers: please stop making trashy-samey UIs. (Bree is going to kill me for making up a word.) I really am sick and tired of seeing World of Warcraft in every game I pick up. While many people say that graphics are the game's "first impression" tool, I'd disagree. UIs are the game's true first impression. These are the menus, artwork, and tools that will make a huge impact on how you perceive any game, yet we seem to be stuck in a rut with them as well. Many of today's UIs, instead of taking advantage of new approaches to deliver information in a stylish way, seem to fall flat against the screen. So this week I'm going after my biggest beefs with the default UIs that games ship with, and how I'd like to see user interfaces improve. Interested? Well then keep up with me and jog past the break!

  • Anti-Aliased: Modding your way out of a paper bag

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.22.2010

    If there's been a theme to this week, it's been interfaces and modding. Both EverQuest II and Lord of the Rings Online have had announcements related to their interfaces, be it re-skinning or new Lua functionality being installed. However, it was these two articles that set off the Rube Goldberg device in my head. They reminded me just what I thought about mods. My relationship with mods has always been iffy. While I certainly appreciate what they do for us in our many MMOs, they also irk me to no end. While I understand (and totally support) some mods, there are others that I'd rather offer to Zuul. Now don't get me wrong, I don't hate the mods because they're not useful. It's quite the opposite, in fact. Sometimes, I think mods are too useful. When you start skipping social interactions in favor of an e-peen number, that's the point where mods are going over the line.

  • Anti-Aliased: A few tips for running in-game events

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.16.2010

    So you're playing your favorite MMO, you've hit max level, you've done your raids or progression-related activities, and you find yourself a little bored. So, to ease that boredom, and perhaps cure the boredom of others, you decide to run a special event in your favorite world. Wonderful! Good for you! That's the type of stuff that makes MMOs so great! But running an event isn't as simple as running an event. Events require a solid idea to plan on, time to plan out the event, reliable volunteers, and advertising. If those weren't hard enough, you might need an in-game reward to provide incentive for people to join you, depending on your event. Over the years, I've certainly run my fair share of events, and I continue to do so as I plan events alongside developers. I've learned a few things that I'd like to pass along, so let's not delay any further. Onwards, to the meat of the matter!

  • Anti-Aliased: What's in a name

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.08.2010

    Earlier this week, Blizzard really got the MMO gaming community up-in-arms after the announcement of its latest Real ID feature -- your real name attached to all of your forum posts on its official forums. That's right. No more hiding behind a fake persona when you want to go a-trolling. But, with the transition to a "real name" system comes a whole slew of security issues, privacy issues, and comfort issues. Everyone has an opinion on the system, as well as their own theories on if the official forums are going to crash and burn or if the forums are going to experience a rebirth as people finally watch their tongues when they post. Blizzard is, essentially, asking, "What's in a name?" And, if Shakespeare is to be believed, there's not much back there. It's not the name that needs changing, it's the personalities behind them. It's less about the name, and more about what, or who, it represents.

  • Anti-Aliased: When playing a bad game is just so good

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.02.2010

    This week's Anti-Aliased is great for two reasons. One, it's the antithesis to last week's topic, and two, it's completely relevant to this week's events. In short, it's about All Points Bulletin. Did I just call APB a bad game after spamming screenshots from it, hosting an event in it, and offering people what basically amounts to free DLC for their game? Yes, yes I did. Does that make me a complete hypocrite? Well, yes and no. You see, I'm having conflicting beliefs over this game. The reviewer in me wants to punt it over the Seattle Space Needle, but the gamer in me wants to sit down and play the hell out of it some more. Look, this all makes sense, ok? Just come with me after the break (yes, I'm luring you with my double-sided, purposefully vague statements) and we'll get this all settled out.

  • EVE Evolved: The game doesn't really start until...

    by 
    Brendan Drain
    Brendan Drain
    06.27.2010

    While reading the latest Anti-Aliased, Seraphina Brennan's weekly opinion column here at Massively, I couldn't help but apply what she was talking about to EVE Online. Sera's opinion piece was centred on the idea that games should be fun right from the start. If there's a period of boredom or grind before you get to the fun parts of a game, the developers are doing something wrong. While this is most often attributed to theme-park MMOs, with their rush to endgame before the game really opens up, I can't help but think EVE falls into the same trap. Despite its open-world sandbox nature with no forced progression or crafted endgame, I catch myself saying "EVE doesn't really start until ..." all the time. Most often I'm talking about how EVE's core gameplay really begins with PvP, and how motivationally essential it is to join a good player-run corporation. I've always found EVE's social structures and PvP to be its two most powerful components. Over the years, I've watched players who get involved in them stick with the game for years, while others who don't quickly become bored. I find myself wondering whether anything can be done to bring those parts of the game to new players right from the start. In this opinion piece, I look at the idea that EVE doesn't really kick off for players until they get into PvP or join a good corporation. I go on to suggest a few changes to the new-player experience that might help bring these elusive endgames to new players.

  • Anti-Aliased: Don't worry, it gets better in time

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.24.2010

    You know, I had no clue what to write about this week until I realized it was a topic that had been haunting me forever. It's a topic that everyone can relate to, and one that I'm sure we've all experienced at least once. Personally, it's a topic that I never hear the end of. Any review, any game impressions that I write up almost inevitably will be shot with this line: "What, you didn't play until [insert level X or time requirement here]?!?! Then you didn't experience the game!" You know what, let me say it straight. I'm sick and tired of hearing that line. Completely sick of it. I played your game, it was bad. And you want to know why it was bad? Let me tell you, in full detail, why it was bad, and let me go on to tell all of you why "it gets better in time" is a really, really lame line.

  • Anti-Aliased: Shut up woman, come buy my cat

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.21.2010

    Stupid sparkle cat. I'm sitting here in EverQuest II right now, basically staring at the Station Marketplace. My character, Miss Seccia, has had 2,500 Station Cash in her pocket for a while now. It's been sitting there since I last bought it, begging to be used for something in the Marketplace. There has been nothing that I wanted for two months now. No sets of armor, no potions, no character modifications. The cash has been sitting there unused, wasting away in my coin purse. And then, as if dropped down on a magical beam of light from the development team, EverQuest II introduced 25-dollar mounts into the game. A perfect 2,500 station cash for a mount that would be insanely useful to Seccia. Yet, for as much as I stare, I know I can't buy this cat. That would make me a gigantic hypocrite.

  • Anti-Aliased: Burnout, revenge

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.29.2010

    Oh those sparkle ponies. They were a fun diversion last week, and a pretty fun topic to write on. Kudos to Blizzard for making crazy amounts of cash last week -- you guys at the marketing department really knew your audience and how much they'd pay for a shiny mount. While I may disagree with the size of the price tag, I still admire how well that move worked out for them. I'm sure we'll be seeing more things like that for World of Warcraft in the future. Anyway, let's move onwards to this week's topic: MMO burnout. Almost all of us experience it at least once with one of our favorite games, and some of us have experienced it more than once across a single game or many games. Right now, I'm really with you guys who are suffering from burnout. I've been looking for a good game to sink my teeth into, but I just can't seem to find "the one" right now. So I'm off doing some other activities, trying to rekindle that spark of love for MMOs. This week I want to talk about some of the ways I've been combating burnout, much like Mr. Kyle Horner did before me, and hopefully you guys can chime in with some ways of your own!

  • Anti-Aliased: Shut up people, come buy my horse

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.16.2010

    So last week's little diversion into Net Neutrality (and me apparently being a right wing liberal jackhole) was fun, but this week brings me back on track with things happening in the gaming world. And, lucky for me, there's been a spot of news yesterday that's just caught my attention -- World of Warcraft's new Celestial Steed. Microtransaction discussions are nothing new in my column. From Cryptic to Free Realms, I've been all over the different payment structures that games implement. But, no matter the topic, one thing seems to stay the same: people really, really, really dislike microtransactions overall. The comments on these columns, and pretty much any other article we write on microtransactions, tend to end with angry commenters spewing their dissatisfaction. And you know what? Good for them. If that's their opinion, then totally go for it! But, what I really hate more than anything else is when people have double standards. It seems that people really hate microtransactions, yet Blizzard's newest buyable mount doesn't have people quitting the game left and right. In fact, it seems everyone is cramming in to buy one!

  • Anti-Aliased: Even virtual relationships are hot button issues

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.02.2010

    Before I even begin this column, I need to give a shout out to Interitus. This week's topic was inspired by an e-mail he recently sent me, regarding the ongoing debate on the Star Wars: The Old Republic forums with their "romance" story arcs. So, thanks Interitus for the idea! So, to recap for everyone before we dive into the discussion for the week, here's the deal -- Star Wars: The Old Republic will let you romance your companion NPCs much like Mass Effect. Using dialogue options, you can form a romantic relationship with your chosen follower. However, BioWare has neglected to state how far this system will extend. All we know is that only you'll be able to see your romance storylines and there won't be any explicit sex. Star Wars is all about understated sexual tension, AKA Han Solo and Princess Leia. So what about romances between two characters of the same-sex, like Mass Effect? Well, we're not too sure about that at the moment. BioWare has said nothing confirming or denying their existence. And, because gay romance is a huge hot button issue, the SWTOR forums are aflame regarding the addition of same-sex romances. Should we include same-sex romances? Are they appropriate for the Star Wars universe? Are they appropriate for the target audience? Well come along everyone, and let's discuss.

  • Anti-Aliased: Is SWTOR worth 2 million users

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.19.2010

    So, some big news out of the Electronic Arts/BioWare camp today -- it's going to take one million subscribers to break even on Star Wars: The Old Republic, and EA is shooting for two million subscribers on the game. Those are some pretty intense numbers for a game, but when you're sinking as much money into a project as they're sinking into SWTOR, those are the numbers you need. But, are they realistic numbers? This isn't the first time EA poured their heart and soul into a MMO, only to find that the subscriptions weren't to their liking. Then again, when you're dealing with a well known IP and an already successful RPG developer who knows how to handle said IP, you might just have the recipe for a subscriber explosion. So that's this week's question -- Is SWTOR worth two million users?

  • Anti-Aliased: "Cash shop" shouldn't be a dirty phrase

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.04.2010

    A not so long time ago in an interview located not too far away, one of our intrepid readers asked Alganon's David Allen if they ever considered a free-to-play model for their game. His response was the following: "Right now, the industry standard is to squeeze as much money as they can out of players by introducing cash shops, and forcing them to pay for things that ought to have been part of the game. We don't want to do that. We want Alganon to be a service. You pay us a subscription so we can continue to develop and run a game that you enjoy playing. It's not a product where you hand us money and we hand you a vanity pet, or mount, or epic sword and then walk away. " So, David... not to be "that girl" but... um... how's that cash shop working out for ya? So, now that I've said what pretty much everyone was thinking when they heard that announcement from Quest Online, let's talk about cash shops this week and how we seem to royally keep screwing them up in our culture. Because, as the title says, "cash shop" just shouldn't be a dirty phrase in our industry.

  • Anti-Aliased: History of the world, part one

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.26.2010

    So, besides the Mel Brooks reference in the title, what do I have in store for you this time? Well, in short, I have an idea. Nay, I have an inspiration. Plus, I have a story to boot, so it's really a two for one deal this week in my column. You better read fast, for this deal won't last long! The one thing that many MMORPGs completely miss is making the player character feel triumphant and heroic. When making the conversion from roleplaying game to online roleplaying game, we frequently miss out on the one thing that makes pen and paper RPGs so unique: a history. This week in Anti-Aliased, I really want to cover the concept of history as it pertains to MMORPGs, and make the appeal that more MMOs need to invest in a persistent storyline in addition to the standard canned quests that we already utilize in every game under the sun.