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August 13

Time for a high-def ollie 180 (Eighty1 (Thallium)) by eighty1

It seems as though AMD/ATI is back in the game. The new Radeon 4870 X2 trumps NVIDIA’s offerings fairly well and despite the price for the X2 part (roughly $550), they’re actually more economical overall than a GTX 280 SLI configuration. Interesting. It’s been a long time since ATI has been a serious player in the graphics market and although I own an NVIDIA 8800GT and a 7800GT, it’s nice to see the underdog coming back around. I had a Radeon 9700 Pro for years and knowing that the market is going to heat up as the two big players compete makes the gamer in me very happy. Hell, prices might even come down enough for me to replace the 8800GT with a 4850 X2 at some point.

Speaking of gaming, I picked up skate. for my Xbox 360 a few days ago and it’s a lot of fun. The Flickit control system is great and while it takes a little getting used to, it provides for great moves and stunts. The city you can ride in is large enough that you don’t feel too closed-in and even if you spend an hour or two in one area, there’s always some new trick to try out or new challenge to win. Great stuff.

Finally, I’ve gone ahead and reserved a Christopher Ward C8 Blackhawk watch and requested serial number 81. I’ve been pining for this watch since CW announced it earlier this year; it’s a 44mm 100% Swiss pilot watch using the legendary ETA 2824-2 automatic movement. The Blackhawk edition is all black and coated with a black ionic casing to improve durability and resistance to scratches and dings; I think it will complement my two current watches (a Christopher Ward C4 Peregrine and a Citizen Calibre 9000) quite nicely.

Posted in: gaming , news & such , tech , watches
June 4

Dance, Drink, Elect (Eighty1 (Thallium)) by eighty1

I actually had a damned fun weekend. I met up with some friends from SD Animanga on Saturday and went out for food and drinks. We ended-up at the Whistle Stop and had a ton of fun. I danced. I actually went out on the floor and danced. It was horrible and awkward but god damnit, I had fun. That’s all that matters.

In fact, it was so fun I met up with them again last night at the Whistle Stop again, this time for Friends Chill. We drank, played board games and listened to great downtempo IDM/techno (Boards of Canada FTW by the way). They hook up a Super NES to a projector for some big-screen smackdowns and although I didn’t play this time, it was fun watching people play Killer Instinct and beat the snot out of each other in glorious 16-bit.

And finally, it’s over. Maybe Hillary will finally shut the fuck up and concede so we can get it over with.

Posted in: gaming , news & such
May 30

wiiiiiii… ow. (multifarious miscellany (kitters)) by ami

I don’t think I’ve mentioned on the blog that we picked up Wii Fit last week. The reviews that I’ve read are fairly accurate in their descriptions of the game. It’s not a hardcore fitness workout, but it definitely works the body. One of the more common complaints is that you can’t create a customized workout, but I’m okay with that. Sometimes you need the couple of minutes between exercises to stretch and/or cool down.

Personally, I like that the exercises aren’t very long. Most of the yoga poses are about a minute (which seems a lot longer than 60 seconds when you’re trying to balance on one foot and contort the rest of your body at the same time), and the strength exercises typically take about 2 minutes, depending on how many reps you’re doing.

Both the husband and I have been pretty good with getting some time in every day with the training, and last night we both put in a good chunk of time. Because of all the instructions and piddly little intro clips, it can take about 45 minutes to an hour to get in a half our of actual workout time. There were a few exercises I was doing last night that had me convinced I was doing them wrong because I couldn’t feel my body stretching where it was supposed to be. Today, though, my body is telling me I was doing them just fine. Who knew that your abs could hurt when you sneezed? :P

Posted in: gaming
March 19

wait, it’s not friday. (multifarious miscellany (kitters)) by ami

random excuses
This is where I won’t patronize you with pathetic reasons as to why I haven’t been blogging except to do the Friday Fill-In.

reasons why i need to find my journal
Blogging used to serve as a form of catharsis for me. It still does, except that a lot of what needs to come out of my head and onto paper (virtual or otherwise) is stuff that shouldn’t be broadcast to an audience of every human being on the planet. There are actually a few issues about which I need sort out my thoughts, all of them having a common denominator of “relationship”. Interesting how that word keeps making itself present to me… same thing happened when I was working through forgiveness. I think Somebody is trying to tell me something.

priorities
I’ve been noticing lately how the priorities in my life have drastically shifted over the past few years. Granted, a lot of that has to do with the significant life change of getting married, and even moreso now that the kidlet lives with us. I can’t say I was ever one of those people who judged how other parents treated their children or told them that “if that were my child, I’d do blahblahblah instead” in an unsolicited manner. I can, however, relate to the sentiment of how one’s outlook on parenting changes once you have one of your own. Frankly, if you’re selfish enough to believe that children shouldn’t be one of the main focuses of your life, then you shouldn’t have them. Kidlet certainly isn’t biologically mine, but in every other aspect she is, and her needs come before mine.

similarly…
Along with a priority shift, I’ve also noticed that the things I value have changed. I don’t care if I have name brand clothes or luxury cars or the latest and greatest gadget or a membership at the country club. To be honest, I never have. Would it be nice? Eh, maybe. Materialism doesn’t equal happiness, though. Sure, the decision to essentially homeschool my child has made a huge impact on our budget, but see above. I don’t need a bunch of “stuff” to be happy. Besides, I don’t want to raise a materialistic child, either.

that having been said
We finally managed to buy our Christmas present to ourselves: a Wii. It’s a little odd for me, as I’ve always been the only one in the household who cared about video games. The husband and the kidlet played with the DS every now and again, but I’d hardly call either one a gamer. They both have gotten into the Wii, though, because it’s truly interactive. Added benefit? Family togetherness time :)

Posted in: family & friends , gaming , me
January 19

soul calibur 4 featuring...yoda and darth vader??? (eccentric squares (Kuya)) by noel

woah. yoda is exclusive to 360 and darth vader is exclusive to ps3.




the simpsons comic book guy in me wants to point out some obvious holes in this, but i will refrain right now, considering yoda is my favorite character in lego star wars.

Posted in: gaming , pictures
September 28

halo 3 (eccentric squares (Kuya)) by noel

i didn't have the original xbox, so i was never played halo 1 or 2 single player campaigns. i did play multiplayer with my cousins when they had it, but i was always underwhelmed. coming from PC FPS, halo never really seemed all that great or novel to me. consoles always seemed relatively underpowered and i'm still somewhat opposed to FPS on a controller instead of a keyboard + mouse.

today i picked up halo 3 and started up the single player campaign. having just come off bioshock, i was equally underwhelmed. the graphics are unimpressive, the story doesn't seem very compelling (i do lack the background from the first two...) and the game plays like a circa 2000 FPS with vehicles.

i tried a 3 player coop campaign with ryan and terry. it is pretty fun (by nature of having more than 2 players), but gears of war and rainbow six definitely require more cooperation. the vehicles do add a lot to the game, but for old school cooperative run and gun type FPS (without this newfangled hiding chicanery), i still think the original serious sam tops the list. i do applaud games that include multiplayer coop though. sadly, it's a feature not as common as back in the day.

multiplayer deathmath is what should sell this game. the multiplayer matchmaking is well designed and the different games types are enjoyable. ninjanaut is my favorite so far, it's effectively kill the carrier, except the carrier is invisible and by the way he's really fast. stalking people with the sword FTW!

if you have or are considering a live membership, i'd say pick it up (assuming you have a 360). if you're not going to play online, might as well borrow it from any other 360 owner. i'd assume that by new years, two out of three 360 owner will have a copy of halo 3.
Posted in: gaming
September 22

streets of rage (eccentric squares (Kuya)) by noel

dl'ed the demo on xbox live arcade. man those were the good old days. this was probably the most prized of my games in my sega genesis collection. i went online to look (admit it you did this too) for a way to play as shiva and i stumbled across this, yuzo koshiro DJ's in japan:

Posted in: gaming
September 12

meet the engineer (eccentric squares (Kuya)) by noel

OMG, this is totally what i do at work:



i used to be a hardcore quake, quake2, TF, and RA2 player back in the day. used to kick ass in half life and TFC too when they rolled around, but kinda fell off the online FPS map after that. in TF, ironically, my favorite class was not the engineer, but the medic. before they watered him down in later releases of TF (no doubt to my complete pwnage on every server i played on), it was tons of fun to nail and infect other people. oh wait, that's not far from today's reality either!1

1just kidding jin! no need to get a checkup! Posted in: gaming , video
September 7

I am laughing inside. Where it counts. (Punkadyne Labs (Punkwalrus))

There was an old episode of “Welcome Back, Kotter” (1970s sitcom about a teacher who wants to be a comedian that returns to his old ghetto neighborhood to teach) where he was trying to impress some comedic agent. The guy never laughed, and he was sure he had bombed. But the agent said he was funny, and didn’t laugh because, “I see tons of acts a week. I no longer have the ability to laugh. I was laughing in here,” he said, pointing to his sternum, “where it counts.”

There is a formula of sorts when telling a joke. I don’t think about it unless I think about it (heh) because it’s a natural reflex. This weekend, I am doing a panel on “Humor in Gaming” at TriaDCon, and things like this always remind me of the structure of humor.

It boils down to something I learned while studying child psychology. The muscles and expressions used in laughter and crying are almost exactly the same; they are expressions of stress or conflict. But the key difference is that laughter is that conflict is resolved, whereas crying is unresolved. Laughter and humor are learned early on as a way to release conflict that occurs. This is what humor really is: conflict resolved. Laughter is thus, incredibly healthy to one’s well-being. But how does one “make” something funny? What conflicts are we talking about?

Conflict breaks down expectations by removing an known pattern. Thus, the more a pattern is broken, the more conflict occurs are we try to adjust. If the broken pattern does not harm you, the conflict is moot, and thus, the tension is often released in laughter. This can be explained by a simple example. Most of the time, if we slip and fall in a pile of dog poop, it’s not funny. But it IS funny if it happens to someone else. And it’s VERY funny if it happens to the Queen. Why? The last two show resolution of conflict: it was not us, so we’re safe. The last one adds another broken expectation or pattern in the fact that the Queen “should be immune” from such things, which may cause resentment, and thus, when she slips, your conflict with someone you are supposed to respect but do not is resolved.

So, how to be funny? You break patterns. And patterns are everywhere. All you have to do is take any simple routine that is common to your audience and break it in an unexpected and safe way. Often, as a comedian, this means YOU show vulnerability. Most do so by trying to find a common bond, and yet lower themselves with the, “I don’t understand? What?” approach. A rare few use anger, like Don Rickles or other “insult comics,” in which other audience members become vulnerable. But most use a submissive approach where they are the victim. “What is the deal with Airplane food? I mean, could it suck more?”

So, when I think about “how to use humor in gaming,” as many of my former players will attest I use with great enthusiasm, it usually borders on the ridiculous. After all, when you are battling kobolds with axes, usually a player has preconceived notions of how such a battle would work. The typical “You hit, your fighter hits, your magic user casts a spell, and then the kobolds hit in turn,” sounds more like a dance. And we all know that when you have 8 dancers, and half are trying to kill the other half, well... that’s funny. There are also other things easily broken. I always thought about what happened before the battle happened from the kobolds’ point of view. What were they doing? Nobody ever thinks of that. I mean, to players, you turn a corner, kill some dog-lizard-looking things, and call it a day. It’s like these guys don’t even exist until someone sees them in some quantum gamer master state of being.

I didn’t buy that. There’s 4 kobolds. I named them. My players didn’t know that usually, but not only did they have names, I declined to cop out with foreign names like “Arrak” or “Zebok” but more like “Hank” and “Dave.” So my four kobolds for this example are Hank, Dave, Roy, and Susan (his father wanted him to grow up tough, you see). The D&D; module I used say three had short swords, and one had an axe. Why did one (Roy)have an axe? Where did he get it? I assumed he was no woodsman living in a dungeon(although that would have been funny), but got it off someone he killed. That meant Roy was a seasoned killer. There’s a good chance that the others look up to Roy, especially Susan, who was very bitter about his name because it never really made him grow up tough. Roy, being a mean-assed kobold, made fun of Susan a lot, so one of the kobolds was particularly bitter.

The hard facts were, these guys were about to die, and had no idea, because the players rolled for surprise. Depending on the maturity level of my players, it could have been Roy was boasting about some bullshit thing he did, of maybe Susan was taking a steaming dump in a corner because this was yet another dungeon with no bathrooms (the gelatinous cube will clean that up anyway... eventually). In any case, four players came across four opponents.

What were these kobolds doing in this dungeon anyway? I assume they were hired because they all seemed to have copper pieces on them. Because of the plot of the module, I just took it they were hired by some recruiter who promised them money if they just guarded some place. They probably had NO idea they had to fight anyone. Most hired guards would run, which is another scenario altogether. In fact, one assumption many player make is whatever they see, they battle and kill. So when four kobolds take on look at four very tall humans armed better than they are, I’d say they run. This, of course, was funny to my players. I had one whole adventure where some obviously outclassed creatures just made a run for it almost every time. Some players would chase after them. So where do the creatures run? Back to home base, of course. Some place they can ambush and gain greater numbers. But some modules didn’t think this far ahead, especially with wandering monster rolls.

Wandering monsters. Why would they wander? Were they lost? Were they looking for something? When had they last eaten? While these seem like very good questions to flesh out an adventure, I ran into more people who thought this concept was humorous. It seems that when reality is applied to fantasy role playing, the conflict has enormous potential.

Not all module writers were dull, however. I forgot who wrote “Fluffyquest,” but in the RPGA, we had a series of test adventures where we had to find the small yappy dog (Fluffy) of a spoiled little rich girl. Most of the adventures were a series of puns and in-jokes. My favorite was “Fluffy Goes to Heck,” where Fluffy was kidnapped by a lesser demon. Where does a lesser demon live? Not Hell, but a lesser plane called Heck. Hell is guarded by a 3-headed dog named Cerberus, Heck is guarded by a 2-headed dog named Cankerous. Above the gates of Heck were the words, “Abandon All Soap Ye Who Enter Here.” I also remember a terrible series of puns on a race of demon frogs called “Slaad.” There was Ham Slaad, Three Bean Slaad, Tuna Slaad, Macaroni Slaad, and so on. There was another adventure, one of the Arabian styled ones, where you meet a gnome called Prit, who is a spoon fanatic (like how Bubba Gump liked shrimp). All he would talk about was spoons. There was an RPGA tournament called “The Eye of the Needle” or something where we met phase spiders who said “Gee Whiz” all the time.

The biggest opportunity of humor in gaming was spoof, and the more serious someone took an adventure, the greater the opportunity for spoof there was. In fact, after my high school days, it was almost impossible to take any character seriously. A lot of GMs really didn’t care for that; players didn’t much, either, which made it all the funnier. Of course, then I would come off as a jerk, and that’s part of why I stopped playing.

One of the pivot points to the end of my role playing gaming came at George Mason University where I played a 5 hour game that consisted of a little adventuring, and a battle that was nearly 4 hours long. There were 6-7 players, and we came across 8 dwarfs, I think. There was about an hour of talking, which seemed like posturing more than anything, before the talking fell apart because it was apparent the dwarfs wouldn’t let us by. Then there came the most excruciatingly boring game I have ever been in. Because I was new to the group, I didn’t want to run off screaming, but each “round” of fighting took up to 20 minutes because there were bonuses and demerits based on:

- Weapon vs. height and weight of opponent
- Weapon vs. armor of opponent
- Race vs. race dynamics (elves had a +1 bonus fighting an evil dwarf, for example)
- How many hits opponent had taken versus armor wear in battle
- How many hits of your weapon vs wear since sharpening or repair
- Morale based on a formula of group charisma and how the battle was going
- And this whole list again from the opponent’s point of view.

I watched these players pour over charts, compute formulas on programmable calculators and scratch paper, and have small debates over minor points like, “If I use a pole arm on a short opponent, I should get a bonus if I swing the pole arm at a distance at least the length of the pole unless I am swinging downwards, which I assure you I am not, which would cause the two dwarfs next to my dwarf to back away, and if that is HIS opponent, he should get a +2 bonus on his axe versus the dwarven banded armor which is harder to move in...”

My god. It was TERRIBLE. And any joke I used, even minor ones like, “Why would you bring a pole arm into a small dungeon? Are you that scared of what’s ahead of you? A game of ‘poke the dragon?’” brought silence at best, or a small lecture on some historical foot note of pole arm fighting techniques in tight spaces or whatever. But as the game dragged on, it became so absurd, I kept snickering. “By now,” I said once, “we have bored the opponent to death. My fighter has grown a fine beard during this battle, and has braided it according to this chart, which should give me +2 versus short and skinny dragons if they are wearing a heavy metal tee-shirt.”

I later found out that my gaming group was mostly engineers. Figures. [ba DUM tssh]

A lot of gamers fear humor because they mistake being serious with some kind of benefit to themselves personally. And while I never like to undercut anyone’s craft, I do feel that it’s a little sad when someone shows deep passion and devotion to a fictitious world when that kind of dedication is sorely lacking in educational and political fields in the real world.

I wonder how I will reach them tomorrow morning? Posted in: gaming , humor , jokes , laughter , msd , rpga , triadcon
September 3

Labor Day (Punkadyne Labs (Punkwalrus))

People shouldn't have to work on Labor Day. I mean, yesterday, I saw so many places saying they would be open on labor Day, and I feel pretty pissed off that some people have to work Labor Day that don't need to. A Hospital Emergency Room? Absolutely. BJ's prescription lens counter? No. Let those people go.

I spent Saturday watching a Dr. Who marathon on BBC America with [info]takayla, and spent Sunday with [info]takayla, [info]tth, [info]aylin, [info]gypsy_sylvin, Chris, and some people I had met before, but forgotten, Dave and April, making this the FOURTH April I have met.

I didn't know I got the day off until last week. I mean, I always knew, but I forgot. And this micro-vacation comes at a good time, because the next few weeks are going to be incredibly busy. All this week, I am going to have to be completing my notes for TriadCon, where yours truly will be doing almost a dozen panels on game writing and player management for MSD. It is a record for me for the most panels at any convention, beating a Castlecon where I did 10 (including emceeing the costume call and hosting Opening Ceremonies). It's funny, I haven't really been an avid gamer since 1990, and they KEEP BRINGING ME BACK IN!!! Heh. Okay, if I really minded? I wouldn't be doing it, now, would I? The company is my primary reason, to be honest, and also to get my name out there, sell my book, schoomze, etc... TriadCon is held on the campus at the University of Maryland. I hope they have wireless. :)

I hope to spend the evening in DC on Tuesday, 9/11, to end the miserable day of remembrance with some standup. [info]ninjacooter and I will be studying others on Open Mic night at the Riot Act in DC. NOTE: We are not performing yet! We are studying the environment to see what works in the venue and what doesn't. I already have some bits written, but I want to see what kind of audience to expect. My act needs polish, and I want to make sure it does not glare. I hope it's not affected by the massive strike planned for that day.

Then, the next weekend, [info]takayla and I are going to New Orleans. I am praying for a hurricane-free next few weeks. There's something fairly important and personal we have to do there, but for the most part, it's going to be a mini-vacation, and I am REALLY looking forward to it. I have never been there, but [info]takayla has been there, and she's going to show me around. Posted in: convention , gaming , msd , new orleans , panels , standup , triadcon
August 9

live at five (eccentric squares (Kuya)) by noel

in the taxonomy of gamers, i rank somewhere between the casual wii gamer (i'm extremely lazy and refuse to move more than two opposable digits while playing) and the 24-7-dies-from-ramen-malnutrition-korean-hardcore-gamer. throw in a tendency towards first person shooters and that landed me in the xbox360 camp.

my first xbox360 gave me the ring of death 5 days into owning it. a couple months ago, an errant tip of the console while running GoW led to optical indigestion with that box attempting to mechanically digest every CD i stuck in it. my third xbox360 (thank goodness for warranties), has been reliable for the month or so i've had it.

GoW, rainbox six vegas, and guitar hero 2 kept me entertained for short periods of time. enter xbox live. i hadn't really played online games much since college when we used to do FPS online (laminator FTW) so i had never really been sold on online capability with consoles.

when i tried GoW and rainbox six vegas on xbox live, people would always want me to put on the headset and chat with them. i don't understand why people seem to view video gaming as a social activity. i don't go online to make friends. i'm online to kill you. if i don't know you, don't speak to me. seriously, what is this with the strangers talking to each other. ...that's what i used to think.

enter bomberman live: greatest online game evar. i've since updated my thoughts on the headset. the only marginally acceptable communication that should be occurring is taunting. and in that special case, it had better be extraordinarily acidic, horrendously inappropriate, ad-hominem, funny-kinda taunting. if what you say doesn't involve some sort of racism, sexism, ethnocentrism, homophobia, or otherwise implicit declaration of superiority/inferiority, it's not worth saying. because seriously, nothing beats blowing up 4 players simultaneously with one powered up deadly bomb and declaring dominance with a beastly yell of "BITCHES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
Posted in: gaming
July 18

My schedule has been posted for TriDCon (Punkadyne Labs (Punkwalrus))

For those of you who aren't sick of me yet, the weekend after TCEP, I will be hosting a huge series of panels at TriaDCon as well as working the MSD table.

Saturday 8 September 2007
08:00 - 09:00 Humor in Gaming
10:00 - 11:00 How to Introduce Humor into a Game
12:00 - 13:00 Writing Humor into Your Games
14:00 - 15:00 Villains and Opponents (with [info]tth)
16:00 - 17:00 Using Props in Games
19:00 - 20:00 Creating Adventures and Campaigns
20:00 - 21:00 NPC’s what do they do?

Sunday 9 September 2007
09:00 - 10:00 Where’s the Plot
10:00 - 11:00 Using real History and Alternate History in your Campaigns
14:00 - 15:00 Does the Game System Really Matter? (with [info]allura)
15:00 - 16:00 Game Master Panel Posted in: conventions , gaming , panels , triadcon
June 28

Poll for the weekend (Punkadyne Labs (Punkwalrus))

I am very tired today. I know I haven't been writing a lot, I think it's a side effect of my meds.

My stomach is still not back to normal in its entirety. I can't seem to keep any amount of food other than fruits and simple grains in my system for very long. I am always thirsty and have to drink a lot of water. Last night I had some pizza, and man, I am still feeling like I got beat up by a pack of five-year-olds in the stomach.

Poll: In a hand-to-hand combat situation, how many five-year-old human children could you take down in a fight? Rules: they come in an unending stream, there are no weapons allowed, you have no walls to back up to, they are trained to kill you but have no other skills a five-year-old wouldn't typically have, and they will not be swayed by mercy, threats, bribes, or gore.

I ask because this was a rousing poll on a forum I was on, and you people are sick enough and have enough gaming experience to tackle this question on an educational level. People polled this on that forum ranged from 12 to 60. I am thinking I would be good to about 15 before I succumb.

Bonus points for extra strategy. Posted in: gaming , kids , poll
June 14

bombs over burbank (eccentric squares (Kuya)) by noel

finally signed up for my free month of xbox live. after beating gears of war, guitar hero2 on hard, i only really played my 360 when other 360 owners came over to play system link rainbow six vegas/gears of war.

over the weekend though, i discovered the awesomeness that is downloadable content. in an OMG first, science and technology have provided us with an unprecedented convenience which we can use towards our own recreation. just about every big name 360 title has a 500MB-1G downloadable demo. after playing the demos, i'm thinking about picking up or renting virtual tennis, fight night, moto gp, and dead rising. some of the live arcade games are pretty fun too, i may pick up lumines, geometry wars, or the 1980's TMNT arcade game.

...but the true value of my $300 system will be realized in june 2007, when bomberman live is released!!!!!11 Posted in: gaming
May 11

Social Gaming pt.1: L’enfer, c’est les autres (The Better Game (Jesus)) by Julian


“Hell is other people”, wrote Sartre. He missed the rise of electronic entertainment as a social phenomenon by a few years, dying in ‘80. Too soon. Still, one wonders what he would’ve thought or said had he lasted a couple more decades and witnessed this age of purples and fora.

The cynical in me thinks he would’ve said exactly the same thing.

There is one nebulous constant in these things we call MMOs, PEGs and MPGs. That is, the ultimate quality of the game – how many imaginary units of pleasure we extract from it when we play it – is directly tied to and controlled, willingly or not, by the other people who also play it. It’s difficult to put a finger on, on one hand because it’s not contemplated at all in the game design, on the other hand because it’s an intangible we’re generally not very comfortable dealing with.

This is the first one in a series of posts that will dive into the murky waters of social gaming. Maybe even come back with a pearl. Read on.

Just what is Social Gaming?

Social Gaming is a definition, as good or bad as any other, that attempts to classify the intangible elements a player perceives or feels as he plays the game, and are directly influenced not by any of the areas relevant to the game design itself, but from the presence, actions or inactions of other players playing in the same shared space.

As any player plays a game, at any level of seriousness or involvement, the player’s mind is given elements by the game, and those elements remain there. The game’s quality in sound or graphics, for example, are always in the player’s mind as he plays the game, gathered by the player’s senses. The game’s rules, features and their execution also claim an important part of the players mind-time. And of course, the social aspect of shared games – as stated before, the presence, actions an inactions of other players – are also present as well.

The social aspect is the most unapproachable, to a great extent because it’s not contemplated in the game design itself. A game designer can create his game or world to the rules of his choosing, but most of the time his design is concerned with the intrinsic qualities of features of the game itself, and little else. A designer can make his graphics to have any style, his sound and music to convey any mood and his rules to establish any kind of gameplay, but the social aspect of the game itself is impenetrable to the design. This is the territory of the players themselves, and perhaps it’s precisely this which gives it that aura of impenetrability, of an organic landscape reigned by a chaotic system – the very opposite of design itself. A designer usually has no tools and no ideas to deal with the kind of social mindscape the players create for themselves, because this mindscape is created after the design is done, and the game completed.

In all honesty, I doubt most designers are even concerned with the social aspect their creations generate.  However, the social aspects of games, particularly our contemporary shared gaming experiences, do deserve a second look and I feel warrant an examination. If nothing else, for the mere reason of the comparatively outstanding amount of mindtime and mindspace the social aspect creates in players, which is much bigger and stronger than the spaces design elements proper create. In fact, I put it forward that players, at a minimum, spend as much time (if not more time) dealing and immersed in social aspects as they do dealing and immersed with intrinsic game design elements.

So, to end with a more concise, yet more complete definition: Social Gaming is the part of the game experience a player extracts from a game, normally not considered by the game design a priori, and always shaped by the presence, actions and inactions of other players.

Why should designers even care about Social Gaming?

There are many facets of design and what design tries to accomplish. Sometimes, design is the tool used to translate precise ideas from thought into reality. Game rules are the prime example of this. Design also can serve to emphasize and create particular moods or styles, via art. For this, we have to look no further than graphics and sound.

But there is another facet of design that is just as important: Design is also concerned with the final, general quality of a game. Design is responsible for presenting an attractive final game to the players. A game that players would find fun and entertaining, would be drawn to it instead of repulsed, and would like to play. Games, after all, exist to be played, and a game without players is not a game, but merely an exercise in design. Effective and successful design creates in turn effective and successful games.

In this vein, it should be very much in the mind of the designer just how much are players enjoying his game, since that’s the game’s raison d’etre. A skilled designer would pay attention to the common facets of design, of course. The rules must be good and make sense. Graphics and sound must be attractive. But the social aspects are commonly absent from the designer’s thought. Why is this? If we have established previously that the social aspects occupy so much of the player’s mind in time and space, why is it that this area is usually left to its own devices, normally given very little thought?

Part of this, I surmise, is due to designer self-censorship or perhaps a lack of confidence in his own abilities. Perhaps even doubt, in the designer’s mind, that he even has a mandate to regulate the flow of the social aspect in his own game. Curiously enough, most designers have no problem controlling, shaping or vectoring player behavior from the very design. For example, if a designer does not want players to combat or kill each other in certain areas of the world, he simply disables their ability to do so in the design. If he wants to limit the amount of game money players have, or to curb it somehow, he introduces ‘money sinks’ in the design. If he wants to have areas where players are free to combat and kill each other, he does so as well. Those are very common examples of a designer and a design directly influencing player behavior.

Yet, for some reason, the same designer might feel apprehensive at touching the social aspects of his game, or even feel he has no reason, mandate or authority to do so. Why this dichotomy?

Social Gaming: a creature of un-design

Part of this reluctance from designers to interfere in the social aspects of a game is born out of simple ignorance. Designers most of the time are ignorant this area even exists, or simply do not recognize it as an important part of the game experience. It’s something for the GMs to deal with in-game, and the customer service team in the forums. Doesn’t belong in design itself.

However, an interesting question at this point would be: How much easier, or how much different would be the task of GMs and customer service teams if the social aspects of the game would be considered in the design instead of left to evolve or devolve on their own?

Take EVE and their developer-player scandal recently. Part of the responsibility, of course, lies on CCP for their inadequate handling of the situation from beginning to end. But it must not be forgotten that part of this debacle came to pass because of certain practices the EVE community engaged in, practices that were well-known to CCP, but still left to pass becase CCP might have felt it wasn’t in their competence to do anything about it.

The lesson to extract from this: If a design does not contemplate or regulate the social aspect of the game, the presence, actions and inactions of players, these will happen regardless, evolve with their own shape and could potentially influence the quality of the game as a whole.

What kind of tools do designers have to tackle social aspects of a game from the design itself? More tools than we think. Certainly, the number of things designers can do to tackle this area is much bigger than the will of the same designers to do them. But as far as these tools go, that’s material for part two of this. For now, suffice it to say that the social landscape is basically left untouched by designers, because it’s commonly felt that this area is (or worse, should be) a creature of un-design. Something that ‘just spawns’, inside the game, but separate. The disconnect comes from the fact that players very much do not perceive it that way. For players, the social aspects are almost unequivocally part of the very game they play; designers feel it’s separate, so it’s hardly ever touched.

Part two will come… when it’s done.

Posted in: gaming
April 19

Biometrics to the rescue (The Better Game (Jesus)) by Julian


As I was browsing the web today – at light speed and without being able to pay attention to anything, as usual – a little blurb caught my eye.

Talking about gold farming, it said something a bit scary. Not scary in itself, perhaps, but scary how we should have seen it coming earlier. Mentioning the new ‘trends’ in RMT and gold farming, the blurb said how some professional gold farmers were turning into hacking and mass raiding of accounts instead of the dirty daily business of collecting gold the hard way. Some farmers were finding this to be faster and more ‘efficient’. My thinking is that if it really is faster and more efficient, it’s only a matter of (short) time until the rest of the farmers catch on.

How to combat this? Biometrics.

The thought of having to identify oneself to play a game seems preposterous enough at first, but that’s what we’ve been doing ever since we started logging into our online games. So it’s not the act. What is it then?

A login and a password is a good system, and worked well for a long time. In fact, it still works well for the vast majority of players. The problem comes when RMT enters the picture (something that was unheard of a few years ago, by large) and gold farmers are turning to be more and more proactive. Before RMT, the thought of hacking any game account seemed ludicrous. Ridiculous. What was the point? Very little, in fact. Other than a prank, a revenge attack or some other precise and minuscule reason, it made no sense. Game accounts had no value. It was just players playing a game. Silly.

But RMT changed that. Now, after RMT, game accounts are not silly and they have value. How much value? As the old adage goes, as much as people are willing to pay for them. Or, in this case, their value goes as far as hackers are willing to go to hack and raid them of game valuables.

Because, think whatever you want about RMT and gold farmers, but if one thing is certain is that these people are not stupid. Money – real money, not chocolate game money – is their bottom line 24/7. It’s a business. And if they are, in fact, turning to hacking and raiding to acquire the game gold they resell, it means that it makes financial sense for them to do it. Otherwise they would not do it, period.

This means that if game accounts are valuable to them, they should be valuable to the players as well. Protect your game assets sounds so terribly silly. But then again, most of us come from a time where that sentence was in reality silly. Nowadays, it’s not as silly. Question time: Would you play a game, or be happy with a game that would let anyone access your account? Quite possibly no. Your account is yours. In that case, we should really go to whatever lengths are necessary to protect that account.

Logins and passwords work and work well for a vast majority of people. It’s a simple, elegant solution that most people immediately understand. But, if these reports of proactive RMTers are to be believed, if this thing of raiding accounts continues it remains to be seen how effective logins and passwords ultimately are. They worked, undoubtedly, in the times when game accounts were not a target. When they were not under attack. So, if accounts have become a target. If logins and passwords are phished or trojaned ten or twenty times as often, would they still hold as a solution? I have a hunch that no. Specially considering the thought and care your average gamer puts into selecting a complicated password and keeping it safe.

So, enter biometrics. It’s a solution, just as many others (security professionals, feel free to chime in, please). How to apply biometrics to all this? It needs to be cheap, it needs to be simple and it needs to have a backup plan for when it doesn’t work.

Cheap – Because we’re talking about games here, not six-figure security IT solutions. Sure, you wouldn’t probably pay $100 or something like that for a fingerprint reader dongle to log into your game. But if the game maker were to strike a deal with the dongle maker, and bundle the dongle with the game? And if all you paid was a $2-$5 extra on your monthly sub? How’s that for a deal? Would you go for it then?

Simple – Because simplicity is good and we’re not trying to break into Fort Knox here, just to log into a game. And because gamers are dumb (there I said it).

Backup – Because gamers will most probably end up treating this thing with the same care as a controller. And we know how that always ends up. Once it breaks, there needs to be a vanilla login/password system in place, because hell hath no fury like a gamer who can’t log in.

Looking around in less than a minute I found this little thing. It’s probably not exactly what we’re discussing here, but it does fits the parameters of cheap and simple. It’s $60. If Verant could bundle a stick of RAM with your cereal box for EQ years ago, others can bundle something like this and charge it a little bit on your monthly sub. I’m sure there are other systems, better suited to the task at hand and possibly cheaper even.

Now the obligatory final disclaimer: If people would take care of selecting, rotating and protecting their passwords, account raiding wouldn’t be as viable. If people would take care to avoid downloading trojans, many, many passwords wouldn’t be stolen. There is no IT security solution that can replace having common sense and gray matter between the ears.

Gamers and ITSec peeps, feel free to chime in.

Posted in: gaming
April 17

Playing new games: Phoenix Wright (Kilala.nl (Cailin Coilleach)) by Cailin Coilleach

A lawyer yelling Affection.
Some time last week I paid a visit to my local, favourite game shop Dr Games. They have a rather decent collection of retro games and the store itself is actually run by a bunch of game-fanatics. If you happen to be in Utrecht, be sure to drop by their shop on the Amsterdamsestraatweg.

Anywho... That day I purchased Rival Turf for the SNES, which is a blast from my past. Me and Menno used to love playing this side-scrolling beat'm-up and my brother was quite good at it. At five bucks for the cart alone it may have been a bit pricey, but thankfully I got it for free (thanks to the saved up bonus points on my store card). I'm looking forward to playing this game again!

I also picked up Phoenix Wright 2: Justice for all for the Nintendo DS, after hearing so much good about the series. So far I'm half way through the second court case and I have to admit that I'm not 100% enthused.

For those not in the know: the PW series has you playing the role of a defense attorney, defending seemingly impossible cases where the accused can't be anything but guilty. Or is he?

My opinion? Yes, it's a good game and I enjoy it. But no, the game is hardly exciting.
* The animation is crude and repetitive.
* The english translation can get on your nerves with lame jokes.
* The pace of the game is sloooow. This isn't something that I mind, but oodles of people will most definitely be turned off by it.

That said, the game does have its moments and it'll have you thinking hard about what evidence you'll need to present at what times. All in all it's twenty-nine euros well spent, though I wouldn't have bought it if it'd gone over thirty-five.

EDIT:
Heehee, this is funny. Just tell the website how you feel on a subject and let it generate Phoenix's OBJECTION! for you! ^_^

Posted in: gaming , justice for all , phoenix wright , rival turf
April 14

My own little hall of shame (The Better Game (Jesus)) by Julian


Well, maybe not so much a ‘Hall of Shame’ proper, but it’s definitely a list of blanks in my gaming history. ‘Hall of Shame’ is just more catchy.

I’m not a thorough gamer, and I can admit that without problems. I haven’t played every game ever made by humans, and I’m fine with that. There are some games that I just naturally avoided without even touching them as if they were an antimatter enema. See, I don’t need to know which doctors can perform the procedure, or if my insurance would cover it. I just avoid it. I know there’s nothing there for me, other than the elemental forces that make up the very universe, clashing and releasing a vile torrent of subatomic pain – a burning cosmic feast in my exhaust.

Some others I just never got around to play because I was playing something else/better at the time. So even if I could have gotten around to do it, I probably wouldn’t have cared much.

But, the problem is that everyone else seems to have played them, and I’m reduced to being some sort of a pariah when the subject comes up. It’s not that I feel bad because people dismiss my expertise in them – I know I don’t have any experience with these games. It’s different. With some of these titles, the mere mention of having never played them kicks me a couple of steps down the unspoken gaming hierarchy. It usually starts with “Eeewww… you really never…? Eeewww!“. It ain’t pretty.

Some of them, top of my head:

If the nice little graphic accompanying the post wasn’t any indication, first and foremost any of the Final Fantasy games. I just never played them. Sure, having never owned a console definitely assists in that feat, but what people put to me is that I could have gotten one and played them. I won’t pass judgment on that statement, because in the lands of vast disposable income it may very well be valid. But the underlying motive is that the games never appealed to me. Not that I hate JRPGs or anything. My interest just fell far from the FF games very early on, I think for one reason mostly: When I found out that all the five million different FF games were not part of an overarching story, dispensed in chapters like that, but were (more or less) separate entities just sharing a name. I thought that was milking of the lowest caliber, and it turned me off immediately. Maybe rightly so, maybe not, but it did. In any case, there it is. Let the pariah say it again: I never played any Final Fantasy game, and probably never will.

Moving on, another kind of games that everyone seems to have played but I didn’t is the whole SWAT/Rainbow Six/Ghost Recon/Splinter Cell type of thing. I suppose at some point I might have gotten some very light contact with an early SWAT at a friend’s house or something, and found it so unappealing that it turned me off from the rest pretty much by default. And I’m sure they’re good games. I kept and keep hearing mostly good things about the Splinter Cells, but I just can’t force myself to commit to it. It’s not that dislike ‘Tactical Shooters’, ‘Stealthy Games’ or whatever the microgenre is called. Hell, I love ‘Thief’. These games just never called me sweetly, so I never replied.

I played Baldur’s Gate (not a lot), but I could never, ever get into Icewind Dale. Shock. Horror. I know. I think I played 15 minutes of it, then duly abandoned it. Everyone else swears by it. I just shrug.

Quake 3. Now I’ll say this from the beginning, so it’s clear: I’ve always been more of an Unreal/UT type of guy. Fine. But that doesn’t mean I don’t like Quake games by default. Not at all. I played Quake and Quake 2 pretty intensely back in the day. I liked them. I just could never get into this one. It felt hollow and exceedingly functional at the expense of form from the get go. A tech demo, more than a game. So I promptly shelved it.

Battlefield (x), and insert there whatever suffix. I thought they were horrible games. Clunky, inconvenient and just plain un-fun to me. Yet for a while it seemed everyone and their aunts were playing those. Like a hermit, I purposely kept myself out of that loop. Then I got flogged for it. But I resist, even today.

Well, there are more but I don’t wanna be here all day. What are yours? What games you never played, but everyone else apparently did?

Posted in: gaming
April 9

Leveling – Not just for players (The Better Game (Jesus)) by Julian


I recently got tangled in a tasty, albeit short forum discussion. We were discussing LOTRO, and at some point one of the participants said, quote, “Is this another game that unless you play with your friends as much as they play you’ll be left in the dust?”. To which I naturally felt the urge to reply, “Why shouldn’t you be left in the dust if your friends play for a week and you don’t?”

It went from there, and I got more or less dogpiled (but in a very good way), which gave me the opportunity to think a little about this. Meaningless musing follows.

Their position was quite simple, and probably quite right as well: It’s frustrating when real life attacks, and one player in a regular group of friends is forced to take a break. Upon his return, he finds his friends had kept on advancing and suddenly he can’t adventure with them. They’ve advanced too much for his level.

Which, I think, it’s a valid concern. If you have a regular gaming group, you eventually develop friendships, or those friendships existed beforehand. You play the game for the game, sure, but also as an activity with these people. Their concern at the creation of a progress gap certainly has merit.

However, I think mine does too. So I have to repeat myself, “Why shouldn’t a player that hasn’t played for a week or two be left behind by those who did play?”. Because my thinking is that your in-game progress is produced, precisely, by playing the game – not by not playing the game. If you play, you progress. If you don’t, you don’t. Simple as that. Of course this creates progress gaps, but there isn’t anything you can do about it.

Or is there? The most common system I’ve seen to mitigate that progress gap is a rest xp system. Sure, you do not gain xp while you don’t play, but once you return the game gives you a break and allows you to gain xp at an accelerated rate so it’s easier for you to catch up. I think it’s a good system. It compromises where it should compromise. It acknowledges that real life intersects badly sometimes, but also doesn’t give the non-players any undue advantages over the players. What do I mean by this? I mean simply that if I, a player, have played for a month and gained (x) units of imaginary progress, whenever a non-player returns, to give him a way, as per mechanics, to eliminate the gap altogether and instantly and perform as if he also had (x) units of imaginary progress would inevitably cheapen my own and force me to rethink the value of my own progress.

In other words, if a player that hasn’t played for a month can simply start playing again and perform essentially the same, or almost just as effectively as I have, then why in the name of Cthulhu did I waste my time progressing all through that month?

The vibe I got from the discussion at that point is that such respect for consistent mechanics had no merit. Or rather, it was superseded by the need, the will or the ‘right’, if there’s such a thing, for people to play with their friends if they so wished, mechanics and the intrinsic value of character progress be damned. I think that’s a bit selfish.

Like the example I put forth in the discussion. I like to play with my friend Joey. But when he takes off for a week and he comes back, seemingly with little or no difference in his effectiveness, I’d be peeved. Surely not at Joey, but at a game that allows me to progress for a week or however long, then decree that whatever difference accrued is worthless. If I can play for a week, a month or a year more than you, why shouldn’t that difference show and matter? And if the difference doesn’t matter, then why did I bother playing the game in the first place then?

People then pointed at other options. Rest xp was mentioned, of course, but -for some reason- wasn’t universally accepted as the best way to handle progress gaps. EVE’s offline leveling was also brought up as a good thing, seeing as how avatars effectively do progress while the player is not playing. CoH’s sidekick/downgrade system was also touted as probably ‘the’ best system that let friends play together without the progress gap mattering.

To which I replied, half seriously and half in jest, how WoW didn’t have any of those things except rest xp, and there it was. Still being the #1 MMO ever with millions of players, with few people denouncing the creation of progress gaps as game-breaking issues.

No one, in my estimation, had a good answer for that. I wasn’t trying to knock those other systems. I think they all have merits and drawbacks, in their own ways. I was just pointing at a successful (by far and large) example of a game that doesn’t really give much of a damn about the existence of progress gaps, yet there it is still. Successful as ever, pretty much, despite its longevity.

And I’m most definitely not knocking off, or dismissing those whose main preoccupation is to play with their friends. What I put to them is, yes… you want to play with your friends whenever you want. But at what cost? At the cost of making their progress meaningless? How would you like it when the tables turn and it’s their turn to lag behind? Would you really like it for the game to decree your accrued progress as insignificant just so they don’t feel left out and have to catch up?

That’s probably why I like rest xp the most. Because it doesn’t automatically allow the non-players to return and perform just as the players after only five minutes of playing. With rest xp, non-players still have to ‘work’ to close the gap, we’re only letting them do it a bit faster. Rest xp doesn’t do anything to shorten or eliminate the distance between players and non-players; what it does is to shorten the time needed to bridge the gap, and nothing more. Non-players still have to close it. Which is a far cry from people demanding for everyone else’s progress to stop mattering just so they don’t have to catch up and feel left out.

Which leads me to another interesting observation I came across during the discussion: People don’t just want the cake, they do very much want to eat it too.

As an example of this, a couple of comments shed some light on the personal experiences of some players. One of them, a WoW player, said he and his friends had abandoned the game because, and I paraphrase, it was too much of a hassle for said friends to keep up with the others’ progress in order to play together. Sure enough, and soon enough, they all had created the obligatory army of alts to still play around other friends’ schedules, but they got tired of it as well. So they eventually got tired of the game.

That is a huge point. Dare I say, an xbox huge point. It tells me that people don’t just want to play with their friends – they want to do it at the speed of the fastest leveler in the group. Otherwise, it feels hollow. In other words, they want cake and a fork to eat it as well. Why? Because, as much as some people may cry out about how playing with their friendly group is their main preoccupation, they still have that little voice inside that comes up whenever they play the game in a way it’s not ’supposed’ to be played.

At the risk of making a harsh, dogmatic statement, I’ll go for it: MMOs are, mainly, about progression. And when that progression is not performed, the player is not satisfied. Social gaming, graphics, story… all those things certainly do matter, but they’re all subject to progression. When you players in an MMO can’t progress, or choose not to progress as in this case, that’s when the game starts feeling hollow fast.

So for these well-meaning people (and I really do mean that), playing with their friends is just not enough, no matter how much they say it is. If they can’t do it *and* keep a normal flow of progression at the same time, it’s worthless. Cake + fork. Because, I imagine, if it was only about the social aspect… if it was about playing with your friends as the sole, exclusive reason for playing the game, then the issue of alts wouldn’t matter. If all you ever did in an MMO was to get a character to level 10, then delete it to make an alt, rinse and repeat forever, well then you should be having fun doing that as long as you do it with your friends, right? Because that’s what your there for. To play with your friends. If it doesn’t matter to you what classes or what gear your friends have, because they are your friends and you enjoy playing with them no matter what, then it should not matter to you to constantly have to either halt or restart your progress to keep up with a lagging friend. Hrm.

I still haven’t received a good reply for that one. So, let’s be a bit honest here. Yes. Of course playing with your friends is great. I’ve done so for a long time, and got tons of fun out of it. But maybe we should stop trying to modify progress mechanics for the sake of the laggers. Maybe we should start taking lagging in the chin, and not demand that other people’s progress be halted or rendered meaningless just so we can catch up. Yes, progress gaps happen. There are no ways around it, and it’s unfortunate. But the solution is not to screw other people over, I think. Maybe the solution is to just take one for the team.

That, or start being completely honest for a moment, and instead of saying that it’s just about playing with friends, it really is about the friends + progress as usual, something that cannot be realistically achieved if real life intersects.

This entry might sound harsher than it was really meant to be. I hold no disdain or hate for victims of the progress gap, seeing as how I’ve been a victim of it many times myself. But all I see from many of these people is the denouncing of the problem; not an overall, sweeping solution to the problem of progress gaps.

Yes, rest xp is good but some people don’t like it because they still have to ‘work’/'play’ to close the gap. Offline leveling is an original concept, but some people don’t like it because you don’t have much control over it, or it’s slow, or you don’t end up exactly where a player would have ended up had they played the character all that time. A sidekick/downgrade/stop xp gain has some merits, but it’s only a matter of time until those doing the downgrading get tired of it and want to get some actual progress done with their characters, instead of having to play in a way they don’t particularly care for the laggers’ sake.

Maybe there is no solution to progress gaps, and we just have to roll with the punch instead of coming up with solutions that alter other people’s experience due to our own problems.

Posted in: gaming
March 17

chandaman (The Better Game (Jesus)) by Julian


(…is in my ears, and in my eyes)

This delightful rant by Nicodemus over at KTR got my failing brain cells firing. I was sure I had written something in the same vein a while back, but couldn’t find it. Well, after braving ars’ search for a while, it came up. Well, here you go, reposted three years later in its entirety. I don’t know much about these things, but it seems to be as valid today as it was back then. Not much has changed at all.

The Craft and the Industry

This is a post about everything and nothing. You don’t have to be old (>30), but it helps because you know where we came from. You don’t have to be young (<16), but it helps because you’ll decide where we’re going.

In the beginning, there was Pong? Wrong. I’d bet my left nut–the heavier one, no less–that in the real beginning it was just two guys. Maybe they were hunters and maybe they were scouring the veldt looking for something to sink their teeth into. At some point, one of the guys must have bet to the other that he could hit that rock at 30 paces. Or that he could beat the other guy to that tree in the distance. The bet–the game–doesn’t matter. What matters is that there was one. Sure, later on this thing got co-opted. Hijacked, as it were, and we eventually ended up with Mayans playing pelota as a pre-sacrificial family activity, Romans with their circus and copious amounts of bread and Vandals getting together to see who could stick a spear in a hole on a tree while riding a horse in assless leather pants.

Even in our electronic age, Pong was not the beginning. Summer of ‘66. Ralph Baer is waiting for a coworker at a bus stop and, to kill some time, writes down some notes on how to use home TV sets to play games. Take a look at this little blurb. It’s from Baer’s eventual original patent:

“The present invention pertains to an apparatus [and method], in conjunction with monochrome and color television receivers, for the generation, display, manipulation, and use of symbols or geometric figures upon the screen of the television receivers for the purpose of [training simulation, for] playing games [and for engaging in other activities] by one or more participants. The invention comprises in one embodiment a control unit, an apparatus connecting the control unit to the television receiver and in some applications a television screen overlay mask utilized in conjunction with a standard television receiver. The control unit includes the control, circuitry, switches and other electronic circuitry for the generation, manipulation and control of video signals which are to be displayed on the television screen. The connecting apparatus selectively couples the video signals to the receiver antenna terminals thereby using existing electronic circuits within the receiver to process and display the signals generated by the control unit in a first state of the coupling apparatus and to receive broadcast television signals in a second state of the coupling apparatus. An overlay mask which may be removably attached to the television screen may determine the nature of the game to be played or the training simulated. Control units may be provided for each of the participants. Alternatively, games [training simulations and other activities] may be carried out in conjunction with background and other pictorial information originated in the television receiver by commercial TV, closed-circuit TV or a CATV station.”

But, as well as that description may apply to the systems of today, it’s history. For the purposes of this issue, Pong is a starting point as good as any other. That’s our higher-order beginning as gamers, an arbitrary zero point in the timeline of electronic entertainment.

Pong was created by Al Alcorn and Nolan Bushnell in 1972 merely because it was a simple game to program. Later on that same year, Bushnell founded Atari. The rest is history.
Space Invaders was Toshihiro Nishikado’s child for Taito in 1978. It ended up causing a coin shortage in Japan due to its popularity.
Pac-Man? Namco designer Tohru Iwatani went out for the evening with some friends and saw a pizza with a slice missing. Pac-Man went to become the best-selling coin-operated game in history (over $100 million in 20 years @ 25 cents a pop).
Elite? Bell and Braben were 19 years old. Teenagers that taught themselves asm. Programmed the game half in their spare time, half under Acornsoft’s tutelage. Elite turned out to be an icon of gaming, still never surpassed after 20 years.
Shigeru Miyamoto was 27 in 1982 when he created Donkey Kong, without ever creating a video game before and without knowing how to program. He got the idea from travelling puppet shows during his childhood.
John Carmack thought Wolf 3D’s engine could be better (how surprising of him). DOOM launches at the end of 1993. An estimated fifteen million copies have been downloaded or passed from player to player on disk or online. It kickstarts the 3D era and changes the face of gaming from that point on.

Where am I going with all this? It was a craft. It wasn’t the cranking of the hype machine via websites, misleading press releases and dubious previews. Games and genres were not created according to market projections or needs. Instead, games and genres created their new markets themselves. It was one or two guys, talented or not, with a good idea and the drive to realize it. Maybe in a basement, maybe in an apartment, maybe between classes at school, maybe in an office. The ideas came from the creator’s minds and not from the need to satisfy the particular and fleeting hunger of the market. There wasn’t an area that you could point to and say “Oops, there’s a niche market. Stay away”. They were all niche markets. Considering the limitations of the hardware during those times, content was all you really had, and it was created accordingly. Mechanics were simple, but groundbreaking and refined. Since neither graphics nor sound could take the player to the level of the experience envisioned by the creators, it had to be done with content. It had to be done with originality. It had to be done with solid and innovative mechanics and concepts. With such severe and asphyxiating medium limitations, the intangibles, the meta-elements were what defined the experience.

But I’m not seeing the past with rose-colored glasses. All that doesn’t mean that there were no stinkers. All that doesn’t mean that every game was a classic. All that doesn’t mean that all games were better.

And yes, all that doesn’t mean that there wasn’t an industry surrounding the craft, working pretty much as it does today. Bell and Braben pitched Elite first to Thorn EMI, which in turn sent them a rejection later which said, quote: “‘The game needs three lives, it needs to play through in no more than about 10 minutes, users will not be prepared to play for night after night to get anywhere, people won’t understand the trading, they don’t understand 3D, the technology’s all very impressive but it’s not very colourful’”. Can I get a truckload of rolleyes, please? It’s cheaper in bulk.

Sure enough, almost inevitably, the industry grew alongside the craft. However, at some point–I’m gonna place it in the early/mid 90’s–, something happened: The industry began to replace the craft. Until that point, the industry was necessary to move, sell and promote the creations of the craft. After that point, the industry replaced the craft as creators. Fewer and fewer games were created from original individual ideas, while more and more games were created in meeting rooms in response to market estimates. With the industry beginning to finance the creations, it began to hold direct control over them. Ideas that may have started as one thing ended up being quite different. Deadlines began to be enforced–regardless of the actual state of the product–because time is money.

As the complexity and capabilities of the hardware continued its relentless advance, so did the games’. Suddenly, games need to be made by small armies of people if they were to be finished (hopefully, at least) on time. Gone were the care and the refinement that the creators imprinted their creations with. Individuality and originality began to be viewed as an investment risk, and who wants to take a risk with games beginning to cost hundreds of thousands or millions of dollars to create? To meet financial deadlines, creation was relabeled as production and the product had to be out of the door no matter its state. Games began to be killed even before seeing the light of day.

Is this a rant against the industry? Not at all. The industry is a necessity. It always was. It serves an essential role. But what I contend is that, just as the craft can’t sell as effectively as the industry, the industry can’t create as effectively as the craft. Ideally, the relationship should be symbiotic: The craft creates, the industry sells. Dandy. But at some point, the industry overstepped its bounds. At some point, the industry overtook the creation. You wanna know who facilitated that?

We did.

We’re a fickle lot by nature. Our collective attention span can be measured in angstroms. We just have to have the next best thing. Now. No, not when it’s done. Now. The next best thing needs to have better graphics than the old one, otherwise it’s crap. It needs to have better and more music, otherwise it’s crap. We literally can’t wait until it’s done. We have to have it. More, more, more. And since less, less, less doesn’t sell, the industry reacts accordingly. And screw gameplay. Sure, we go on and on with the “gameplay over graphics” bit, but if it doesn’t come glitzier than the old one it’s crap. We can’t possibly demand fifty AAA titles per year and not expect that many of them will turn up crap. And then we bitch. Our demands have a lot to do with games costing millions of dollars to make. Our demands have a lot to do with games being killed or maimed while stillborn. Our demands have a lot to do with the release of unfinished games.

This is really not an attack on the industry. It’s an attack on what the situation has become and what the situation is doing to gaming. Current and future gaming. There is a difference between making money by creating games and creating games to make money. It’s subtle, but it’s situated at the root of the problem.

So, if we want better games, how do we get out of this pickle? This is something that, I think, can be solved by everybody. Craft, industry and gamers. We all make what we call gaming. As such, everybody can do things to improve the state of affairs.
The craft? Be honest. To yourselves, to your creation and to the gamers. Stay true to your vision and defend it at all costs. Originality should always trump convenience. Innovation shouldn’t be done for its own sake.
The industry? Respect the creation. Do what you do best: Selling, not creating. Advising, not controlling. Support the craft, do not attempt to replace it. Allow time. Allow originality. Allow refinement. Stand by what you sell. Take risks.
The gamers? Value quality over quantity. Vote with your money, not in an onscreen forum poll. Do not be afraid to try new things. Support the craft and the industry. Learn to wait. Learn that enjoying does not mean consuming.

The industry is not all bad, the craft is not all good and the gamers are not all fickle. But most are. I am most definitely not yet another old fart, longing for greener and older pastures of gaming. What interests me is the future. And the future that I see is, unfortunately, a little bit sad unless we change things in each of our own areas. I see a future without a possible new Donkey Kong because the possible new Miyamoto was forced to churn clone game after clone game. I see a future without a possible new Elite because the possible Bells and Brabens are told that complicated games without 3 lives are a risk. I see a future without a possible new Doom because the possible new Carmack spends his time feeding a market need instead of creating a breakthrough.

And I better stop here before I get into another Jerry Maguire-ish moment. Discuss. Give me ideas. Give me solutions. Give me comments.

——–

(original here)

Posted in: gaming
March 16

BBC NEWS | In Pictures | In pictures: Commodore computers [ma.gnolia] (Put together quickly (Haligan)) by MichaelBiven

BBC NEWS | In Pictures | In pictures: Commodore computers

The evolution of Commodore PCs from early home computers to the latest gaming machines launched at Cebit,

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Posted in: commodore , computer , gaming
March 14

Will Wright’s Wonderful World of Words (The Better Game (Jesus)) by Julian

Will’s keynote at SXSW is up at Kotaku. He talks about Spore and… well, not really just Spore. He talks about it and a lot of other things.

Very much worth the read if you like Will or if you’re interested in what’s going on in his head. Which is an Herculean task on any given day.

And I’ll be damned if he doesn’t like a mix between David Carradine and Kevin Sorbo in that pic.

Posted in: gaming
March 7

Crafting woes (The Better Game (Jesus)) by Julian

I was recently skimming the LOTRO boards, and a post caught my eye. Rather, a post that shouldn’t have caught my eye, did. I should have just read the topic and kept going, simply because I have seen posts like that, with subtle variations, a thousand times already regarding different games.

It was a post complaining about crafting.

Why is it that, way more often than not, crafting systems all across the board feel hollow and unrewarding? Why is it that, going by that nebulous thing known as the opinion of the gamer in the street, we can only point at one or two more or less common examples of acceptable crafting systems (DaoC seems to come up usually), while the rest are generally determined to be crap? Just what the hell is it about crafting, and why does it seem that no one apparently can get it right?

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Posted in: gaming
February 7

Afraid of heroes (The Better Game (Jesus)) by Julian

That’s what we seem to be when it comes to multiplayer. Particularly MMOs.

Remember WoW two, three years ago? All the hoopla about the Hero classes? “Oh, they’re coming”, they said, “we’re just working on them. Tweaking the details. You’ll see”. Well, here we are, years later, and we still have not seen a thing. Chances are we’ll never see a thing. I quite doubt we’ll ever see Hero classes implemented in WoW, and I doubt a little less that we’ll see something like that in other, future games.
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Posted in: gaming
January 19

Back in an inadequate shade of Black (The Better Game (Jesus)) by Julian

My apologies for having left this space unattended for so long. You see, I had no internet. None of it. No connection to the world. For almost 2 months. How did that happen? A real life move to a place forsaken by the gods and angels of connectivity.

Oh, we called them. We did call them, sweetly. We wanted to give them our money in return for their precious tubes –the ones that make up the internet, arranged in a series–, alas it was not to be. Cable? They laughed. DSL? Not in your area, sorry. Should be there in “6 months”. Wi-Fi? No, that thing has something called ‘coverage’ and you guys are out of it. Next! Satellite? Sure, they said. Just give us 50 bajillion dollars and we’ll hook you up with our low-bandwidth, high-latency dishy-dishy goodness. No thanks.

So, in desperation, here we are. Dial up. A fate truly worse than death itself.

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Posted in: gaming
January 16

six dirty bloodsucking whores never let me go: the original trilogy (eccentric squares (Kuya)) by noel

time for some quick reviews:

children of men - hated it. that may be a poor choice of words. perhaps a better selection would be 'i hold an active dislike for this movie, to the extent that i feel as if my money could have been more enjoyably utilized if i had the $10 ticket converted quarters and subsequently stuffed up my nose."

casino royale - aka bond begins. as it turns out, before bond knew how to drive his aston martin, before he got cool toys from Q, before james knew what 'hit it and quit it' was, he was a white jackie chan (meaning: before he had hairy arms). it's difficult to avoid the overt product placement and the shameless self promotion of richard branson being screened at the airport. in summary: entertaining movie.

memories of my melancholy whores - gotta admit, didn't think this book was all that memorable. you wonder if gabriel garcia marquez is projecting his own pedophilic tendencies onto his protagonists. also, $20 for 115 pages is way overpriced. you'd just be buying the name. if you must read it, you can finish it in the bookstore.

never let me go - i liked ishiguro's style. i don't want to ruin it (but i will), but there's a twist which is hinted at early in the book. it eventually becomes clearer as the book progresses, but the way it's slowly revealed makes this book worth it.

spook - picked this up after enjoying stiff. an interesting (from a variety of perspectives) paragraph:
Ford, a moral philosopher and a Salesian Catholic priest, makes the clean and quite elegant argument that personhood - to use the more secular term for ensoulment - cannot begin until after the point where idential twinning is no longer possible: about fourteen days after conception. ... Up until that point, the zygote - with its potential to become two distrinct and separate human beings - cannot rationally be referred to as a person. "I contend that the cell cluster can be best be understood as human biological material but not a unified living human organism," he writes.

the best american magazine writing 2006 - i thought this was the most interesting article. it's about the head marketer for the war in iraq.

the boy who loved windows - as recommended by sandy. this was a great read. like at work, we find that great insight about complicated systems can be had by observing those systems while not operating properly. also, from reading this, i think i see why i (as first observed by leigh) sometimes (unconsciously) open my mouth while playing video games. a treatment protocol for desensitization involves rubbing the child's gums and pressing on his lower teeth. apparently a major nerve runs directly to the brain from the mouth. the book suggests that's why some children suck their thumbs/bite their nails. i'm curious to see my mouth when i'm concentrating on other things.

a dirty job - probably my favorite read of the month. angela had recommended christopher moore as an author i'd like. (i think she heard about him through jin?) if separately, you find the words 'supernatural' and 'farce' appealing, then you'd find this book twice as attractive.

bloodsucking fiends - just started on this, my second christopher moore book, but i figured i should include a paragraph to sell people on this author. Jody walks into a Gap with a stack of $100 bills:
Ten salespeople, all young, all dressed in generic cotton casual, looked up from their conversations, spotted the money in her hand, and simultaneously stopped breathing - their brains shutting down bodily functions and rerouting the needed energy to calculate the projected commissions contained in Jody's cash. One by one they resumed breathing and marched toward her, a look of dazed hunger in their eyes: a pack of zombies from the perky, youthful version of The Night of the Living Dead.

"I wear a size four and I've got a date in fifteen minutes," Jody said. "Dress me."

They descended on her like an evil khaki wave.

gears of war - i used to be a PC fan boy, one who thought they could never do a FPS right on a console. well, i've been reformed. probably the best executed FPS i've played since half life. whereas half life took effort to keep you in the third person for a more immersive experience, gears of war plays from a third person perspective with several in game rendered cut scenes from floating cameras. after playing through the coop with juan on realistic and half of the coop on insane with ryan, i think they sold me on the 3d person.

guitar hero - yeah yeah, i know, welcome to 2005. i picked it up in early december after having played a single song at bob's house. i got the 'with all this time you've wasted, you could have learned to play the real guitar by now' message. lol, stuck on bark at the moon on hard difficulty. i don't bother strumming up and i don't do hammer ons/pull offs. so i may be here for a while...

rainbow six vegas - the other 360 game i own. this is a fun system link game. ryan and i tried to get more than 2 player via two splitscreens and two system links, but apparently that's not supported.

lego star wars: the original trilogy - rented this from blockbuster. been having fun with this game, because coop is also well supported. juan and i can't stop killing each other over lego pieces even though they're dumped into one shared bin. and what's not to love about lego obi-wan slicing the lego head off of lego luke?
Posted in: commented on , gaming , literature
January 5

my sexbox was broken (eccentric squares (Kuya)) by noel

because i played with it too much.

before i left for the motherland, i picked up an xbox360 along with rainbow 6: vegas. ryan had found a $100 rebate from microcenter, so we drove down to irvine to pick up a couple. we pretty much played it on system link (stealing jackie's tv) for 48 straight hour. the next day when i turned it on, i got the blinks of death. luckily i was able to drive down to irvine to return it for another one, picking up that supplemental 1-year warranty in addition.
Posted in: gaming
December 2

Thanksgiving, Christmas, and more… (Devin's Life (Lurker)) by Lurker

 

Ugh.  It seems I go way too long without updates.  So here’s a few tidbits.

 

Thanksgiving was great.  The in-laws came over and we all had a great time together.  Having her family here was a real pick me up for Katherine.  I think it was the first time we actually had family here specifically to visit us.  I mean, it was nice having Anneliese stop by a while back, but her visit wasn’t mainly to see us.  So we were most grateful to have this visit.

 

Christmas is coming soon, and Katherine and I are trying to figure out what to do.  My father wants us to visit him out in Florida, which we’d love to do, but unfortunately we started looking at ticket prices way too late and there’s no way we can afford to visit this year.  Even if Dad could help us pay we just wouldn’t feel right asking for so much.  That said, we are planning on trying to visit him sometime soon in the next year.  :)   *note to Dad: We love you guys! 

We’re going to have to keep Christmas low key this year due to our financial situation.  It’s not that we’re in bad shape, but we did ring up a good amount of debt with the wedding and honeymoon.  So we’re working on making a budget out and are going to do our best to stick to it.

Work is going well.  With luck I’ll soon be working in the Mountain View office a few days a week.  That will be especially great for a variety of reasons.  My commute timme will likely be cut by 2/3rds, I’ll be more prone to working late if I want to since it’s easier to get home in the evenings from Mountain View, and the best advantage to being in Mountain View will be the next one.  I’ll be able to have lunch with Katherine once in a while.  :D

 

Let’s see.  In other news, I turned a year older a few weeks ago.  This is my last year as a twenty something.  But I don’t mind really.  Things are going well for me.  Life is good.  I’ve got a wonderful wife, a stable job, good health, good relationships with friends and family, a great Church, and two adorable cats.  In the next few years maybe I’ll have a son or daughter as well.  :D   my birthday this year was pretty low key.  We did splurge a little bit on my birthday present, and I kinda feel a bit bad considering how tight we are while trying to pay back the wedding and also for not going to Florida this year, but Katherine really wanted me to have something nice.  So with that in mind, we found a spetacular deal on the Dell 2407FPW LCD monitor.  It’s amazing!  The clarity is top notch, and it’s frigging HUGE!  It’s actually a great deal since it’s the same exact LCD as the Apple 24in Cinema display, but it costs about $300 less!  And it supports more inputs!  :D   I can go HDTV on this thing!

Well, Katherine’s a bit sick so I need to go and get her some tea.  I also need to find a shirt to wear tonight.  It’s the holiday party for work and we’re going to dress up a bit.

I hope all of you who read this are well!  :)

Posted in: family , gaming , geek related , general , work
November 19

Water, water everywhere… (The Better Game (Jesus)) by Julian

I have nothing to do when I log in to WoW.

Hold the vegetables. Hear me out. Don’t point me to the this, that and that other thing I could be doing. Been playing since Dec. of ‘04. I’ve done them all. And this is not pre-expansion lull blues. I’ve been like this for a while. So, why is that I say I have nothing to do when there are clearly things for me to do? Because they aren’t worth a damn. (more…)

Posted in: gaming
November 15

new toy. (multifarious miscellany (kitters)) by ami

So for reasons that I really can’t talk about here, Mike gave me my Christmas present WAY early. I suppose he didn’t have to give it to me quite this early, but there’s also the fact that neither one of us can stand having a present in the house for the other without actually handing the present over. I’m now the owner of a brand new PSP, complete with memory card and Lumines. I’ve got it all configured now to work with my wireless network and I’m still obsessing over the fingerprints that keep appearing on the front.

So… who’s got some good PSP game recommendations? :D

Posted in: gaming