Under the Hood

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  • iPhoto Beaming: Under the hood

    by 
    Erica Sadun
    Erica Sadun
    03.09.2012

    Earlier today, Steve Sande showed you how to beam photos using the new iPhoto app. Now it's my turn, and I'll briefly discuss what's actually happening when you use this new feature. Beaming relies on two devices sharing the same Wi-Fi network. That's because the communication channel seems to be built on Zero Configuration (Bonjour) networking. Bonjour, Apple's branding for zeroconf/mDNS device discovery, allows computers and mobile devices to advertise services on a shared network. This lets Macs, PCs and iOS devices easily connect to printers, AirPlay servers, and so forth. iPhoto Beaming uses a UDP service called _mobileiphoto._udp. Devices that are ready to receive beams announce themselves in an easily discoverable way. A service appears on-network as soon as you enable Wireless Beaming. To beam, a source device searches for possible recipients. Once detected, iPhoto offers to connect to them. It negotiates a handshake, asks for permission at the far end to send data, and then transfers photos. The Bonjour device name seems to be made up of a hash filed by a local file name. This is quite similar to what goes on with GameKit peer-to-peer connectivity. Only properly hashed identifiers are recognized as valid destinations. To spoof iPhoto, a Mac client would need to provide a valid hash in this way. And, no, I was unable to get my GameKit hashing to match the iPhoto beaming hash in my initial attempts. Possibly operator error on my part, possibly they just used a different approach. What's more, the executable seems to be built using GKSession objects, so there's apparently some common genetic background between the two approaches. I didn't find other GameKit classes, so not all that much commonality. Before jumping into iPhoto, I had been hoping this would be some kind of AirDrop implementation that might later open up to other apps -- but from what my quick dive indicates, it looks like this is proprietary to iPhoto and not going to become a general solution yet. To summarize, the iPhoto beaming looks, at least from my initial scans, to be a jury-rigged solution proprietary to this one title rather than a general iOS file-sharing solution. The app-specific Bonjour name (mobileiphoto) and lack of custom framework classes suggest this isn't the future, it's just iPhoto. Pity.

  • The Secret World's Øystein Eftevaag gets technical

    by 
    Matt Daniel
    Matt Daniel
    01.27.2012

    When it comes to gameplay, we've heard about The Secret World inside and out. We know all about the Dragons, the Illuminati, and the Templars and the ongoing war against the encroaching darkness. But what about what's under the hood? The folks over at The Hydra Initiative decided to have a chat with Funcom's lead programmer, Øystein Eftevaag, about the Dreamworld Engine, which is shared between Age of Conan and TSW. Eftevaag notes that the TSW team benefits from sharing the engine with Age of Conan, saying, "The main benefit of this to The Secret World, is that the features being collaborated on (like, say, memory usage improvements, loading time improvements and the upcoming single-server technology) get the full development and testing resources of two whole projects focused on them." So if you want to know all about The Secret World's engine and what makes the game tick, just click on over to The Hydra Initiative and have a look. If you're in search of more gameplay details, however, you're just going to have to sit back and wait. With the game's April launch fast approaching, we're sure Funcom has something planned.

  • Under The Hood: Factional Warfare

    by 
    James Murff
    James Murff
    06.22.2008

    As sort of an addendum to the last Under The Hood on player choices and consequences, I present to you this article. I didn't have room to add my thoughts on factional warfare, unfortunately, and it's a system that really deserves an article all its own. Why is this such a major factor in most MMOs? Why is it that most major MMOs today have clearly defined sides? Why are those Horde jerks so mean in World PvP? It all boils down to the classic factional warfare model.

  • Under The Hood: Choices and Consequences

    by 
    James Murff
    James Murff
    06.14.2008

    Despite the persistence of most MMOs, there's one thing that the majority of them lack. I am, of course, speaking about consequences for your actions. Sure, you can kill some NPCs for experience and you yourself level up, but what about the world? The NPC just respawns and continues on his merry way, ready to become fodder for another adventurers weapons and skills. You gain some money and items. There's no real tangible effect on the world as a whole. What about exploring the truly excellent part of MMOs, the persistence? What about making a player's choice actually affect the game world?

  • Under The Hood: Colored Segregation

    by 
    James Murff
    James Murff
    05.24.2008

    There are a lot of different game mechanics, ranging from the downright simple to the ethereal and hard-to-explain. I've talked a lot about the more subjective stuff, such as lore and paradigms and this and that, but only a few times have I hit the nitty gritty. So this week, I'm taking things to a controversial (not really) place. Judging items based on their color and how fantasy MMOs follow the same color patterns for identification, at least to a certain point.

  • Under The Hood: New Beginnings

    by 
    James Murff
    James Murff
    05.17.2008

    Part of any MMO is starting from scratch. Whether you just started a new MMO, or a new character, the first few hours playing can determine whether or not you want to keep playing that game or character. So why is it that most MMOs have a lack of early game content? Countless times I have heard players complaining how hard it is to get into a game because the early content is all about grinding. In a sense, though, this ties into last week's article, and the desire of developers to have you keep giving them all your wonderful green money.

  • Under The Hood: Stories and Lore

    by 
    James Murff
    James Murff
    05.10.2008

    Part of any game is how the lore of the world interacts with the players although a lot of times the players don't realize it thanks to boring quest descriptions. World of Warcraft has the rich Warcraft universe behind it, Lord of the Rings Online has its own lorebook, and City of Heroes and Villains has a richly detailed history of super-powered beings. So why is it that we don't see the lore at the spotlight all that often?

  • Under The Hood: Puzzling Developments

    by 
    James Murff
    James Murff
    03.21.2008

    There's an interesting counterpoint to the increasing amount of games following the traditional MMO mechanics layout. No, I'm not talking about space MMOs and the mechanics they follow. We covered those last week! I'm talking about the gradual seepage of puzzlers into the genre. It's a budding paradigm, and has both failings and virtues. Naturally, it's time to dissect them.

  • Under The Hood: The Depths of Space

    by 
    James Murff
    James Murff
    03.14.2008

    Riding on the coattails of my last article, I realized that it would be a good idea to explore that new frontier. No, not cowboys and Indians. Outer space in MMOs is rapidly becoming the new "generic fantasy continent(s)" that almost every other MMO takes part in. It's also pushing the envelope, in one case letting players practically run your game, and in another cases exploring new and varied game mechanics.

  • Under The Hood: Strategy on a Massive Scale

    by 
    James Murff
    James Murff
    03.07.2008

    Ask any MMORPG player out there how much time it takes to play their game of choice, and the answers will range from the incredibly long to the delightfully short. And they will almost always be measured in how long it takes for you to level (one hour, one day, one year, etc). But real-time strategy games don't have any dependable way of measuring player level, and still need to keep the player playing for a long time.

  • Under The Hood: Player Economics 101

    by 
    James Murff
    James Murff
    02.15.2008

    One of the more contentious points of an MMO is how it treats its economy. The average MMO runs the gamut of no real economy to speak of (besides vendors and drops), to a fully player-run economy such as the one in EVE Online, and everywhere in between (the middle point seems to be crafting and auction houses). So which is best. Well, if the EVE players and, by association, elite-like players in general are to be believed. It's the player-run economy.

  • Under The Hood: Free For Now

    by 
    James Murff
    James Murff
    01.04.2008

    There is a veritable glut of free-to-play MMOs, both in development and on the market. This much is certain. It especially originates around the Asian countries such as South Korea, Japan, and China. And some of the smart designs of these free-to-play games are gradually working their way into more mainstream, American and European MMOs. But how do these games stay in business? And how do they relate to the traditional design of monthly fees?

  • Under The Hood: Running Out Of Time

    by 
    James Murff
    James Murff
    12.21.2007

    It's very debatable, but the biggest investment into any MMO is time. It's one thing to just pay to play the game, as there are several per-month services you can pay for, such as cable television, or car insurance, or sometimes simple things like a book club. But no normal service, however, require both the time and monetary investment like an MMO does. They are designed from the ground up to be full of grinding, time-wasting, and slow experience gain. But why is that?

  • Under The Hood: Going Live

    by 
    James Murff
    James Murff
    12.14.2007

    Live events. Where developer interacts with players. Traditionally, this has been a pretty contested battlefield, ranging from forums, to chat rooms, to game masters. Where it really comes together, however, is in the classic legacy of live events, where developers and game masters interact with the players in-game. But not only that, they assist in furthering the story, or fleshing out the game world. But where did live events come from?

  • Under The Hood: Pseudo-MMOs, part two

    by 
    James Murff
    James Murff
    11.30.2007

    I realized in my last article I promised to explore the viability of pseudo-MMOs as an expanding market, but it appears I will have to renege on that pledge. I've been getting a veritable glut of the names of games that incorporate MMO-style play in a distinctly non-MMO structure or environment. So instead, here is a brief exploration of the Massive Single-player Offline, or MSO, market, as well as a few online games which share MMO elements.The one which absolutely fits every single criteria for an MMO except for online play (and a rare few others) is Final Fantasy XII. This game, like no other, incorporates MMO-style play into an expansive and engaging single-player environment. Friendly NPCs, hunting quests, main story quests, instanced environments (monsters respawn after leaving and reentering a zone), real-time combat, non-random encounters (you see it, you fight it), and a distinct waypoint system. It's best described as the solo player's MMO.

  • Under The Hood: Of Titles, Badges, and Achievements

    by 
    James Murff
    James Murff
    11.04.2007

    Say what you will about achievement points on the Xbox 360. They may cheapen the experience, or reduce elements of skill down to raw numbers, but anyone who has ever played a 360 knows how addictive the little "Achievement unlocked!" message is. So what happens when you toss that into an MMO? Titles. It seems that a recent trend in MMOs is "titles". When they first debuted in the mainstream with City of Heroes, they didn't do much. All they did was add bragging rights for the person who has them, and a displayable title above the person's head. They were worthless (Well, mostly worthless). And most of the titles in CoX are still worthless. "Oh, I killed 200 Circle of Thorn members. I've got that sweet new title." Some MMOs are actually starting to change things up now, though, including the pioneers of the "Titles" system. Getting the exploration titles in City of Heroes/Villains will enable your Supergroup to teleport to that map from your Supergroup base. Getting certain titles in Guild Wars will allow you to increase your holding cap on faction. Getting all titles in an area in Tabula Rasa gets you a huge experience bonus (noticing a trend here? NCsoft developers seem to love the use of titles).