So long, and thanks for all the fish!

Sunday, January 3, 2010
By Redtoke

I never thought I would be making this post, from the first day that I popped the install CD into my PowerMac G3 and created my first character – an Undead Priest named, creatively, Leeroyjenkin (I since realized that not only was Leroy spelled wrong, with the addition of the Jenkins title, I could have created the desired effect without running out of characters).  Running through the first iterations of World of Warcraft, through hit and miss patches, eventually reaching the once famed goal of Level 60.  Inevitably, I built up my UBRS and LBRS gear until I was viable in a Molten Core raid.  I suppose only those players who engaged in the masochistic activity that was 40-man raiding, complete with cycling all of our raiders through UBRS for the fire resistance buff, farming endless Dreamfoil for Greater Fire Resistance Potions, and finally the laughable number of times Vendorstrike was rolled upon.  From the first few raids, through to the defeat of Nefarion, and onto the Ahn’Quiraj, stopping for a lengthy period in Zul’Gurub.  Enter now my first hiatus, once the first round of Naxxramas was released, and after spending hours upon hours learning kiting, and positioning rotations, an important summer was taking place, the core of 5 friends that I played with were playing less and less and we all drifted away from the game.  However, Burning Crusade and the changes to PvP as well as general class mechanics combined with being quite bored with the new school year all conspired against my social life, and I slipped once again into Azeroth.  I played through the release of Sunwell, but only saw the killing blows dealt to Prince Kael’thas and Lady Vasj.  Finals once again struck, and there was not enough time to learn Blizzard’s new shenanigans.  At this point, I decided to again take a leave of absence from Warcraft, and if asked at that time, I would have been sure that this was the end.  But as any medium to long time player knows, it may be harder to quit smoking than to quit World of Warfcraft, I mean at this point my priest had well over 100 days of in-game time logged, as well as several alts probably contributing to more than 1/3 of a year of play time.  One can’t just waste all that time, right?  Fortunately, Wrath of the Lich King was released, effectively pressing reset on the game once more, and giving players a chance to justify coming back, I mean, you can get into the cutting edge of gear, because everyone else is on a level playing field now, right?  Of course, you may have to spend Friday nights farming badges or building DKP or at the very least attendance.  You start running out of good excuses, your friends begin to notice, and worst of all it is no longer possibly to drink 24 beers in a night without puking.  Long story short, Warcraft became the well-known secret life of mine, and slowly degraded into basically a hang-over cure, all the while it developed the same connotations as herpes when mentioned outside of specific circles.  It was time to quit.  So, just press delete on the game files, and do it cold turkey.  Or at least, that was my plan, until one night, with the help of a couple bottles of wine, the Blizzard Installer made its way back onto my system, and I found myself once again farming badges.  I was on the cusp of making the choice to be a “raider” again, except that my computer would only play the intense bits of fights at 1 or 2 fps, and when those parts involve standing in fire, sometimes the 2 seconds that it took for the fire to display was too long.  However, plans of a new computer, with a new video card, and the promise of good frame rates reared its ugly head, and things were looking grim for Redtoke’s night life.  But in a blinding spark of clarity, one night in the computer lab at school, in particular the 5th night in a row that a certain Warcraft player had been coding till the sun came up, the answer broke through.  A reflection about what the conversations looked like, a comment from a group mate, and very probably a chick flick made the right choice, and my account was canceled, the game removed, but most importantly the mental choice to no longer fall into that particular category of Software Engineer was made.

It has been a month since that day, and I’ve finally stopped checking mmo-champion.com on a daily basis, instead moving on to Diablo 3 news, since that is at least a year away, I can drown my sorrows in a game that can be whatever I want it to be.  But also in the free time, I’ve started looking into top of the line real-time graphics and cutting edge high quality renders both in the form of ray-tracing.  I’m going to be posting a series of selections about how ray-tracing works, my experiences with it, and some of my thoughts as to why people should even care about it.

Lastly, I know I’ve been a stranger to this medium for a long time.  It’s been too long.  I’m hoping that I can catalyze my desire for implementing ray-tracing, with sharing my progress here, and that hopefully it will result in a better end product in both cases.

Red.

4 Responses to “So long, and thanks for all the fish!”

  1. Well for some reason my reply yesterday didn’t post? Glad to have you back, and I can’t wait for Diablo 3 either.

    #357
  2. Redtoke

    For better and for worse, Diablo III is going to take forever to come out. Apparently it’s been in development since 2005, and some of the core mechanics still haven’t been worked out yet. But, since it is a Blizzard title, you can be sure that when they finish it will be elegant and sparkly.

    #358
  3. I think the success of Diablo 2 is what has kept it in development for this long, it is tough to beat a legend. ?Remember the cow level?

    #360
  4. Redtoke

    They released some sweet game-play videos with literally stunning particle effects, to go along with destructible environments and textures that adapt to how damaged you are. Although, there will of course be repetition to the textures bit, for each of the larger battles (think boss fights), they should all have custom effects that will probably be spectacular. It appears that they are basically trying to code the game to code itself, basically automating a large part of content generation, and locking down the engine so that it can support content in full generality. This is a good thing for us non-artist types, as it requires a much larger amount of code relatively speaking.

    Also, the cow level was awesome, but has since been replaced sadly. I think people do it now just for “fun.”

    #362

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