THE FAILURE THAT CAUSED YOUR FAVORITE GAME MECHANICS

THE FAILURE THAT CAUSED YOUR FAVORITE GAME MECHANICS

Everyone is wrong, regardless of the scale, scope, or implications of the context. However, where some errors are just that, accidents, others have ended up generating revolutionary discoveries. It happens in the kitchen, it happens in art and, of course, it happens in video games.

If you’re not sure about this, just look at titles like Skyrim, where players take advantage of glitches to find new ways to play and have fun, as well as how funny and unusual what we end up seeing on screen can be.

However, the title that brings us together here today goes far beyond that. This game, far from causing laughter or feeding the evil devil of the roguery of its gaming community, created a new way of playing and, subsequently, revolutionized how most similar titles look and play.

Yes sirs. We talk about Quake.

 

QUAKE AND THE STRAFE-JUMPING

Those who are knowledgeable gamers or simply have a lot of time in front of the computer, will surely remember this title fondly. A series of games with numerous installments and versions, which first saw the light of day on June 22, 1996.

A shooting game, like many others. Objectives, quite simple: aim and kill. So what about Quake that was revolutionary in its time? It wasn’t about what the developers delivered to their audience…it was about what their audience did with the game.

It turns out that, by chance or fate, the players began to notice something unusual, but convenient. For some reason, if they moved by jumping, they could gain speed within the map. After the technique became popular, it was baptized as strafe-jumping porno français.

The technique was especially useful, especially at competitive levels, as it allowed the player to not only go faster for free. But, in addition, you exceeded the character’s maximum movement speed. Three factors were involved in this: the release of friction when walking, the diagonal movement of the character, and the manipulation of the game camera.

There is no reason to lie. Those who know about this technique are aware that it was not easy to apply it. However, when you mastered it, you were able to far outmatch your opponents.

So what was the problem here? That this function did not come from the minds of the programmers or the company that launched the title. But of, on the contrary, a programming error. Ops.

 

FROM BUG TO GAMEPLAY

The truth is that, after making a mistake, you have two options. The option that seems most logical is to correct, of course. However, you can also take advantage of it.

When this happened, it took a while for there to be a consensus within Id Software. There were those who were in favor of fixing the bug. Others, a little more irreverent and revolutionary, bet on giving strength to this mechanic.

Let’s remember that, after all, although it was a way to obtain formidable results, this technique was not easy to apply, making it inconsistent in a normal game.

FROM BUG TO GAMEPLAY

Everything changed with the arrival of Quake Live, an installment of the previous title, completely free. In this version of the game, the programmers created a feature where you legitimately increased your speed by moving around by jumping.

Over time, this mechanic made its way out of Quake, and into games using the same engine: Call of Duty and Wolfenstein: Enemy Territory being some of the most popular examples. There were even games that used derivative engines that had to be edited to somewhat limit the benefits of using staff-jumping, as its use unbalanced player conditions.

And so, a simple programming error by some careless developer gave rise to a technique that marked the gameplay for that and future generations.

Related Posts

How the Netron Data Migration Framework Turns Legacy into Relational

1. ANALYSIS: An incremental approach to reduce complexity and risk

Working with a cross-functional team of your data modelers, application developers, and business analysts, Netron consultants conduct JAD sessions to accurately identify the source-to-target data relationships that need to be migrated. Netron’s approach organizes the project into manageable portions, focusing on 10 to 20 tables at a time relating to a specific business function—greatly reducing complications and helping you to better manage your project scope. Source and target data structures are mapped and data transformation rules are captured using state transition diagrams. Information in these diagrams provides the specs that are fed into our unique Netron Data Migration Framework to produce the extract, transform, and load programs required to migrate your data.

2. CONSTRUCTION: Rapid development of data migration programs

Netron’s consultants use our proven Netron Data Migration Framework consisting of data components, templates, wizards, and tools that let us quickly develop data migration programs for moving your data from the source database to the target model. The productivity benefits of our framework will prove to be a critical success factor in your data migration. Not only does the Netron Data Migration Framework build data migration programs that correspond to the analysis just completed, the framework, in conjunction with our methodology, makes it easy to do data scrubbing or to correct analysis mistakes. Once unaccounted conditions are identified, it’s just a matter of updating the diagrams, making minor adjustments to the framework, and regenerating the programs.

3. EXECUTION: Turning legacy into relational

The generated migration programs now navigate the input data sets, performing the necessary fan-in, fan-out, data scrubbing and validation operations to produce an ouput file ready for loading into the target RDBMS. Along the way, a complete set of audit logs and error reports is produced automatically, ready for the validation steps, and highlighting any need for a further iteration.

4. VALIDATION & TESTING: Ensuring a complete and accurate migration process

With millions of records spanning the entire source database, Netron consultants take special care with the testing and validation phase of your data migration effort to ensure the programs accurately and completely transfer the data. Tasks include unit testing, examining log and audit files, data scrubbing, system testing, spot checking, and cross validation of the source and targeted databases xnxx.

5. ITERATIVE REFINEMENT: The key to successful data migration

Second and third iterations are a fact of data migration life—nobody gets it right the first time because complex legacy data is difficult to successfully clean and migrate on the first try. Here’s the twofold Netron Frameworks advantage: The programs we create using the Netron Data Migration Framework have built-in exception handling. And they’re designed with rapid iteration in mind. That means any problems associated with the applications are immediately documented into log and audit reports including hidden data exception and data scrubbing requirements, many of which are unknown at the start of the data migration project, as well as invalid assumptions made at the requirements gathering phase. Then the transition rules can be quickly updated and validated, and the programs regenerated and re-executed. Each iteration helps make the subsequent iteration more robust and complete than the previous one until no exceptions are found.

A services-based solution that offers:

• Incremental conversion to reduce project risk
• Business process driven JAD analysis to reduce complexity
• State transition methodology to define data transformation
• Iterative refinement for better data scrubbing
• Rigorous validation and testing
• Flexible data migration framework for rapid program development/migration
• Rules-based program generation
• Innovative analysis tools for finding business rules
• Intuitive development tools for generating better programs faster using new data

Preferred Source and Target Platforms

Source: Netron Data Migration Process can migrate data from MVS (CICS, IMS/DB and batch environments), OS/400, OS/2, Wang VS, and OpenVMS.

Target: Most Unix and all Windows server platforms. If we haven’t mentioned your platform, please contact Netron — our approach’s adaptability means that it can probably be customized to support your needs.

Supported Source and Target Databases

Source: For legacy data, any database that has Cobol access including IMS, VSAM, sequential files, DB2, and Oracle as well as proprietary legacy databases (e.g., Wang DMS or ) that are no longer fully supported by their vendors.

Target: any RDBMS that can load data from text files, or that is supported by ODBC.