The Null Device

Posts matching tags 'videogames'

2011/10/23

A number of retrocomputing enthusiasts are taking arcade games which were poorly ported to 8-bit computers back in the 1980s and re-doing the job properly, i.e., creating ports, to the vintage home computers in question, which (being unconstrained by the unreasonable deadlines often imposed by game publishers) do the original arcade games justice (or at least as much justice as one can physically do with a Commodore 64 or an Amstrad CPC):

"You make one mistake in your life and the internet will never let you live it down," wrote Keith Goodyer, programmer of the unfortunate R-Type port, on the CPC Wiki. "Electric Dreams / Activision gave me 21 days to do the port. I wish I had the time to do a nice mode 0 port with new graphics, but alas it was never to be." Impressed by his candor, other readers of the forum decided to make it a reality 20 years later -- and gave themselves more than 21 days to get it done.
Goodyer's forum post goes into detail about the development tools, techniques and conditions in which the 8-bit games readers of a certain age will remember nostalgically. Apparently, by the late 1980s, 8-bit game developers had a pretty sophisticated system named PDS, which ran on an MS-DOS PC, assembled and linked the code and zapped it over to a tethered 8-bit computer, much in the way that iPhone development is done today. (Before then, one imagines that a lot of development was done on the actual host system.) I wonder how the tools used by today's (enthusiast) 8-bit game coders differ from those used by professionals in the 1980s.

Also, if those who feel sufficiently strongly about inadequate video-game ports from their childhoods can go back and right wrongs, I wonder whether or not other media will benefit from similar DIY interventions. Can we expect, for example, guerilla filmmakers making (illegal) film adaptations of books previously butchered by Hollywood, or (when the technology becomes available) correcting the maligned films with resynthesised graphics, altered dialogue and altered scenes? Or taking it upon themselves to record what they feel a band's disappointing follow-up album should have been, cobbled together out of samples of the originals, with new vocals resynthesised to sound like the original singer? As the technology becomes available, the possibilities are limitless.

(via Boing Boing) 8-bit culture diy retrocomputing videogames 0 Share

2011/6/24

A new study has shown that violent video games decrease crime rates. While they do increase aggression in the players, the incapacitation effect of the players being drawn into sitting in front of a computer or console for extended periods of time, and thus unlikely to attack anything larger than a plate of nachos in reality, outweighs this.

(via /.) crime psychology society videogames violence 1 Share

2011/5/25

Prison administrators in China have found a new use for prison labour: putting inmates to work in multiplayer video games, generating in-game gold, which is then sold online for real money:

Liu says he was one of scores of prisoners forced to play online games to build up credits that prison guards would then trade for real money. The 54-year-old, a former prison guard who was jailed for three years in 2004 for "illegally petitioning" the central government about corruption in his hometown, reckons the operation was even more lucrative than the physical labour that prisoners were also forced to do.
"Prison bosses make more money forcing inmates to play games than they do forcing people to do manual labour," Liu told the Guardian. "There were 300 prisoners forced to play games. We worked 12-hour shifts in the camp. I heard them say they could earn 5,000-6,000rmb [£470-570] a day. We didn't see any of the money. The computers were never turned off."

bizarre china corruption gold farming human rights mmorpgs prison videogames 0 Share

2011/4/7

Jeff Koons Must Die!!! is a new art installation by multimedia artist Hunter Jonakin. It consists of a video arcade cabinet running a first-person shooter game involving the eponymous artist and his works:


The game is set in a large museum during a Jeff Koons retrospective. The viewer is given a rocket launcher and the choice to destroy any of the work displayed in the gallery. If nothing is destroyed the player is allowed to look around for a couple of minutes and then the game ends. However, if one or more pieces are destroyed, an animated model of Jeff Koons walks out and chastises the viewer for annihilating his art. He then sends guards to kill the player. If the player survives this round then he or she is afforded the ability to enter a room where waves of curators, lawyers, assistants, and guards spawn until the player is dead. In the end, the game is unwinnable, and acts as a comment on the fine art studio system, museum culture, art and commerce, hierarchical power structures, and the destructive tendencies of gallery goers, to name a few.

(via MeFi) art détournement jeff koons videogames 1 Share

2010/12/5

Australia's federal government has backed a proposal to add an 18+ rating for video games, legalising games not suitable for 15-year-olds. Currently, such games are illegal to sell in or import into Australia. This has led to some anomalies: games are banned because the classification board considers that they might encourage illegal activity, however tenuously (one shooter was banned because medical kits one could pick up to boost one's life force looked like syringes which could encourage intravenous drug use), while elsewhere, the censorship board gives games which would get 18+ ratings elsewhere MA15 ratings (after all, you don't want to ban everything this side of Little Big Planet, do you?)

Of course, it's not a done deal yet; any change would need unanimous support from state attorneys-general, and until recently, South Australia's AG, a right-wing Christian authoritarian (and Labor Party member), has been vetoing it.

The government's hand was possibly forced by its tenuous coalition with the Greens, who are far more progressive on these issues than the major parties; the Labor Party who lead the coalition still officially support a national internet censorship firewall, after all. The conservative opposition coalition have not made any statements on an 18+ rating for video games.

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2010/7/24

Cow Clicker: a distillation of addictive, potentially expensive Facebook games to their purest essence:

You get a cow. You can click on it. In six hours, you can click it again. Clicking earns you clicks. You can buy custom "premium" cows through micropayments (the Cow Clicker currency is called "mooney"), and you can buy your way out of the time delay by spending it. You can publish feed stories about clicking your cow, and you can click friends' cow clicks in their feed stories.

(via MeFi) facebook psychology videogames 0 Share

2010/5/21

Today is the 30th anniversary of the video game Pac-Man, and so, the Google homepage has a special commemorative graphic. Only this one's even more special than most: it's a complete implementation of the Pac-Man game, in pure HTML5.

Not only is there no Flash involved, but its assets consist of only one image, with the individual elements being drawn using CSS sprites. Alas, it'll probably be gone forever come the 22nd, so play with it while you can.

Update: Google PacMan is permanently located here.

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2010/3/21

The possibility of Australia legalising video games not suitable for children moves a little closer, now that the main obstacle, South Australian Witchfinder-General Attorney-General Michael Atkinson, has resigned from his post, in the wake of a poor election result. Atkinson, a religious conservative, was exercising his power of veto over the possible introduction of an 18+ rating for video games, and was on record making statements comparing video gamers to motorcycle gangs. He also tried to pass a law banning anonymous speech on the internet prior to the election.

australia authoritarianism censorship politics videogames wowsers 0 Share

2010/3/11

If you've ever found yourself compelled to keep playing a video game, despite realising that you're not actually enjoying it, you may have been a victim of the Behaviourist conditioning techniques game designers use to get people hooked. Video game designers are applying Skinnerian techniques of behaviour reinforcement to compel players to keep playing, to get hooked early, and to invest more time (and often money) into levelling up. (And playing a game does not necessarily equal enjoying it; the stimulus of getting unpredictable rewards, and the fear of losing one's carefully built-up progress, are sufficient to compel one, even if they might otherwise have preferred to do something else.)

His theories are based around the work of BF Skinner, who discovered you could control behavior by training subjects with simple stimulus and reward. He invented the "Skinner Box," a cage containing a small animal that, for instance, presses a lever to get food pellets. Now, I'm not saying this guy at Microsoft sees gamers as a bunch of rats in a Skinner box. I'm just saying that he illustrates his theory of game design using pictures of rats in a Skinner box. This sort of thing caused games researcher Nick Yee to once call Everquest a "Virtual Skinner Box."
First, set up the "pellets" so that they come fast at first, and then slower and slower as time goes on. This is why they make it very easy to earn rewards (or level up) in the beginning of an MMO, but then the time and effort between levels increases exponentially. Once the gamer has experienced the rush of leveling up early, the delayed gratification actually increases the pleasure of the later levels. That video game behavior expert at Microsoft found that gamers play more and more frantically as they approach a new level.
Behaviourist game design techniques are becoming more prevalent in the age of online games, where the maker's revenue comes not from once-off purchases but from time (and money) spent in the course of playing the game; hence, game designers have to get their players hooked before the other guy comes along and milks them. And milking is perhaps an apt metaphor, given that one of the leading examples of this sort of game design is the Facebook game FarmVille, which, by all accounts is more of a socially conditioned obligation than a ludic activity:
Farmville is not a good game. While Caillois tells us that games offer a break from responsibility and routine, Farmville is defined by responsibility and routine. Users advance through the game by harvesting crops at scheduled intervals; if you plant a field of pumpkins at noon, for example, you must return to harvest at eight o’clock that evening or risk losing the crop. Each pumpkin costs thirty coins and occupies one square of your farm, so if you own a fourteen by fourteen farm a field of pumpkins costs nearly six thousand coins to plant. Planting requires the user to click on each square three times: once to harvest the previous crop, once to re-plow the square of land, and once to plant the new seeds. This means that a fourteen by fourteen plot of land—which is relatively small for Farmville—takes almost six hundred mouse-clicks to farm, and obligates you to return in a few hours to do it again. This doesn’t sound like much fun, Mr. Caillois. Why would anyone do this?
The secret to Farmville’s popularity is neither gameplay nor aesthetics. Farmville is popular because in entangles users in a web of social obligations. When users log into Facebook, they are reminded that their neighbors have sent them gifts, posted bonuses on their walls, and helped with each others’ farms. In turn, they are obligated to return the courtesies. As the French sociologist Marcel Mauss tells us, gifts are never free: they bind the giver and receiver in a loop of reciprocity. It is rude to refuse a gift, and ruder still to not return the kindness.[11] We play Farmville, then, because we are trying to be good to one another. We play Farmville because we are polite, cultivated people.
Here's more about FarmVille's use of the Cialdini reciprocity principle, as beloved of grifters. Meanwhile, other gaming companies are using other techniques to keep the marks coming back, like taking advantage of players' loss aversion ("your account is now flagged to have your characters below level 20 deleted as part of maintenance. Please re-activate your account now to ensure that your characters progress and names stay intact").

On a tangent, there is a blog titled The Psychology of Games; some of its content has to do with psychological manipulation techniques to control and monetise gamers, though it also covers examples of game theory (in the Prisoner's Dilemma sense) in games, psychoeconomics, the enjoyment of gaming as an activity, and, indeed, a wealth of psychological phenomena as illustrated through video gaming.

(via MeFi) addiction behaviourism psychology scams social software videogames 1 Share

2009/12/14

The Australian government is finally moving to discuss the possibility of legalising video games unsuitable for children. Currently, there is no 18+ rating for video games, with anything the censors find unsuitable for children either being banned outright or cut for the local market's prim sensibilities (for example, the graffiti-themed game Mark Ecko's Getting Up was banned for promoting illegal activity (presumably because graffiti is more plausible than running over cops and prostitutes or what have you), and one first-person shooter was knocked back because it included images of morphine syringes, and thus sent the wrong message about evil drugs).

Anyway, for what it's worth, the government's discussion paper on a R18+ rating for video games is here. It's currently a discussion paper, though I suspect that common sense will prevail and the 18+ rating will be added. Of course, Christian Fundamentalist groups could mobilise to swamp the discussion with arguments against, but the people who want to be able to shoot realistic zombies tend to be well placed to respond.

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2009/11/26

A Californian videogamer is suing the makers of World of Warcraft for having alienated him from the real world, and has subpoenaed Winona Ryder and Depeche Mode's Martin Gore to testify on the nature of alienation and melancholy.

According to the San Jose, California resident, World of Warcraft is a "harmful virtual environment" and its developers follow "sneaky and deceitful practices". Despite this, Estavillo admits he "relies on videogames heavily for the little ongoing happiness he can achieve in this life". He just wants World of Warcraft to cost less money. And to stop making him so sad.
Estavillo's court filings put forward multi-instrumentalist songwriter Martin Gore as an expert witness on melancholy. Gore should be called to Santa Clara county superior court, Estavillio suggests, "since he himself has been known to be sad, lonely, and alienated, as can be seen in the songs he writes".
Winona Ryder, meanwhile, is included because of her publicised love of J.D. Salinger's Catcher In The Rye.

(via meimaimaggio) alienation bizarre lawsuits psychoceramics videogames wtf 1 Share

2009/11/9

Some news from Venezuela, the Another World that Is Possible. There, the "Bolivarian" authorities have criminalised "violent" video games (a move which may be intended to shut down internet cafés which depend on game players for revenue but also bypass official means of the dissemination of information), and routinely round up gays and lesbians:

One Friday at around midnight, on Villaflor Street, a favourite spot for gays and lesbians in the Venezuelan capital, Yonatan Matheus and Omar Marques noticed two Caracas police patrol vans carrying about 20 detainees, most of them very young.
When Marques and Matheus, who are gay leaders of the Venezuela Diversa (Diverse Venezuela) organisation, approached to find out what was happening and take pictures, they were picked up too.
"Like most of those arrested, our identity documents and mobile phones were taken away, we were beaten, our sexual orientation was insulted in degrading language, and we were refused permission to speak to the Justice Ministry officials and members of the National Guard who were present," Matheus told IPS.

(via Boing Boing) authoritarianism censorship gay human rights venezuela videogames 0 Share

2009/7/23

Imagine, for a moment, that you have published an online multiplayer strategy game. How do you get players to play your game (and, more importantly, spend money on the numerous playability enhancements, from premium-priced instant messages to power-ups) rather than any of the numerous other games out there? Well, you could concentrate on making a particularly playable game, give away accounts and wait for word of mouth to do its work. Or, if you're the publisher of Evony (formerly known as Civony), a game heavily inspired (to phrase it somewhat generously) by Sid Meier's Civilization games only much more heavily monetised, you could bet on the assumption that sex sells and plaster the web with increasingly lascivious ads, in which the traditional cod-Tolkienist clichés gradually give way to gratuitous female nudity, culminating in the apotheosis: a close-up of a lingerie-clad bosom, with nothing about the actual game whatsoever. It's Idiocracy marketing taken a few steps beyond the typical Facebook ads with pictures of hot chicks promoting completely unrelated products, assuming that your target market is comprised entirely of idiots who, when shown pictures of BOOBIES!!!1!, begin drooling like Pavlov's Dog and reflexively get their credit cards out.

And here is a Grauniad piece about Evony. It seems that their dodginess goes well beyond patronisingly pornographic ad campaigns, and extends its slimy tentacles into everything from spamming blog comments to gold-farming and gouging their clientele (the "suckers", as I believe the technical term is) to lifting text and graphics from existing games. These people, it seems, have more contempt for their user base than MySpace.

And as if bad advertising and tenuous intellectual property were not enough, the game is also under fire for its business model – a system that seems intent on getting players to spend as much money as possible. Players are encouraged to buy in-game extras to speed their progress – but the confusing way the game prices its add-ons means that many users may not realise that a simple action, such as sending a message to another player, can cost 15p a time.
It turns out that the site's backers are equally unpopular. Evony is the product of Universal Multiplayer Game Entertainment (UMGE), a developer linked to a Chinese gold-farming operation called WoWMine. That site has also come in for regular criticism, but the real kicker comes with the news that the company's owners are being sued by Microsoft over allegations of click fraud.

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2009/1/31

On the question of whether video games can be art: The post-apocalyptic first-person shooter Fallout 3 sounds like an interesting aesthetic experience:

It's an incredibly bleak game. Critics have lauded it for its complex-but-intuitive gameplay, its intriguing story and a go-anywhere world that outdoes even the sprawling burbia of Grand Theft Auto IV. But for my money, Fallout 3's accomplishment is more subtle: It's depressing.
Its mood is so quietly and painfully demoralizing that I regularly had to turn off my PlayStation 3 to take an emotional break. After playing videogames for 25 years, I'm accustomed to wandering around environments that are gory and dangerous, or creepy and scary, or puzzling and baffling. Many such games thrill me, but very few make me sad. That's precisely what Fallout 3 achieved.
The game is also filled with scraps of surviving culture that suggest how people lived before the holocaust, dimly aware of the impending horrors. "There won't really be a nuclear war, will there?" is the title of a government flier aimed at a clearly nervous public. Most post-apocalyptic games do not seek to make you sympathize with the lost civilization. On the contrary, they usually mock the dead culture, as with the out-of-control kitsch consumerism and genetic tampering of Rapture in Bioshock. Fallout 3 possesses this mocking edge, too, but just as often, the game's designers seem to have genuine respect for the culture that died.
Probably the saddest part is the children.
Which is another sign that video games are maturing as a medium. Up until now, the typical game would be analogous thematically to fairly light entertainment; pulp paperbacks, superhero comics, or perhaps Victorian parlour puzzles (in the case of the likes of Myst or ICO). That a game can move one to this extent, rather than merely providing gratification, is somewhat novel.

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2009/1/21

Young British graphic designer Olly Moss (perhaps best known for his Threadless T-shirts) has now posted Swiss Modernist-influenced alternate cover art for video games and similarly Modernistic, Helvetica-intensive alternative movie posters:

Meanwhile, Kyle Gabler, the composer of the soundtrack for the videogame World Of Goo has made it available as a free download. Go and get it; it's a nice piece of classic cinematic scoring, equal parts vintage Morricone/Herrmann/Schifrin and Danny Elfman gingerbread-house oogie/spookyisms.

(via Boing Boing) design helvetica modernism mp3s music olly moss threadless videogames world of goo 0 Share

2008/12/17

The first previews of Keita Takahashi's new game, Noby Noby Boy, have come in, and it's an odd one:

It's a hard game to explain without sounding silly. Picture a physics playground. You control a pink worm with feet named BOY, and move, eat objects to stretch your stomach, jump to any height you choose, and stretch lengthwise by pulling yourself in opposite directions, without any specific objectives. Then after you stretch BOY for a while, you can "report" how many meters you stretched to GIRL, causing her to stretch as well. But while BOY is a reasonably-sized character with an elastic torso, GIRL is a giant who starts life in Earth's orbit in space, and as everyone playing on PlayStation Network cumulatively reports stretching scores, GIRL grows bit by bit, eventually stretching herself from Earth to The Moon, Mars, Jupiter, etc. (and in the process unlocking these settings for all players).
As the game describes itself: "Noby Noby Boy is all about stretching a character called BOY. There are no missions or enemies... You don't collect objects by rolling a ball... This game doesn't have any of that stuff. In this game, you stretch and shrink... stretch and eat objects... That's all there is to it."
This isn't a game that tells you everything about itself up front. It gives you a short quiz and then lets you loose. If you want to trip the guy riding his bicycle, or make BOY super long and thread him through buildings or the donut-shaped clouds in the sky, that's up to you. I've had fun seeing how large I could stretch (current record is just over 500 meters) and trying to tie myself into a knot. I've eaten my way through the epilepsy warning, spotted cameos from Mappy and the Prince from Katamari, written messages on the side of BOY, befriended characters so they surf on my back, and recorded video clips (the game has an option so you can send them to YouTube).
And several images from the game have surfaced; it looks quite good, in a somewhat kawaii-yet-abstract sort of way:

Noby Noby Boy will apparently be available as a download for the PlayStation 3 console, and will be priced at a "very reasonable" price, to ensure that players expecting Katamari Damacy VII: The Revenge or something don't feel cheated. This and Little Big Planet could be reasons to buy a PS3; it's reassuring to see that they're not just using its power to make more realistic-looking racing/war/sports/zombie-splattering games.

The ever-eccentric Takahashi, meanwhile, has apparently committed himself to designing a new children's playground in Nottingham.

(via Boing Boing Gadgets) art keita takahashi noby noby boy ps3 videogames 0 Share

2008/12/15

The street finds its own uses for things; in this case, the things are iPhones (though the concept could easly be ported to other, less fashionable, smart phones; an Android version is in the works), and "the street" is FixMyStreet, a system that lets you notify the relevant public authorities of any local problems. At least it does if you live in Britain, where the system runs,.

Meanwhile, Namco have decided to milk the Katamari cash cow once more, with a version for the iPhone:

No new twists here; just an adaptation of the classic Katamari game. It uses the iPhone (and iPod Touch)'s tilt sensor as a control mechanism. Unfortunately, the hardware seems to be a bit too slow; when I tried it on my first-generation iPod Touch, it ran infuriatingly slowly. (Perhaps the second generation will work better with it?) The fact that the developers kept the screen-warping effects when you reach a size milestone probably doesn't help either. As such, I can't recommend buying this unless you're desperate for a Katamari fix.

On a tangent: I wonder how Keita Takahashi is getting on with Noby Noby Boy. I haven't heard much about it for a while.

(via Gulfstream, Boing Boing Gadgets) android democracy gibson's law iphone katamari damacy mobile phones tech videogames 0 Share

2008/10/13

The latest fare-paying space tourist to take off to the International Space Station is video game designer Richard Garriott, responsible for the Ultima roleplaying games in the 1980s, and better known as "Lord British" (and could there be a more American sobriquet?). Garriott is also the son of a NASA astronaut, Owen Garriott.

Meanwhile, IT pundit/venture capitalist Esther Dyson is training as an astronaut, to be the backup for Microsoft's Charles Simonyi, who goes up next year.

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2008/9/17

A Pentagon researcher has laid out a chilling possibilities: that terrorists could be using online role-playing games to plan attacks, disguised as raids in the virtual world:

In it, two World of Warcraft players discuss a raid on the "White Keep" inside the "Stonetalon Mountains." The major objective is to set off a "Dragon Fire spell" inside, and make off with "110 Gold and 234 Silver" in treasure. "No one will dance there for a hundred years after this spell is cast," one player, "war_monger," crows.
Except, in this case, the White Keep is at 1600 Pennsylvania Avenue. "Dragon Fire" is an unconventional weapon. And "110 Gold and 234 Silver" tells the plotters how to align the game's map with one of Washington, D.C.
Of course, the same argument could apply to any form of discussion. Terrorists could just as easily use last.fm playlists or online mixtapes to hatch their plans. (The above plan could be encoded as a copy of OMD's Enola Gay and a song by industrial noise band Whitehouse, followed by a song exactly 11 minutes long, which would give the time of the attack. For chemical or biological weapons, replace Enola Gay with Britney Spears' Toxic. You get the idea.) Or they could use internet memes; who's to say that the particular spelling/grammatical anomalies on the caption of the latest set of cat photos don't encode the details of a planned terrorist attack?

Of course, the terrorists could even eschew the internet altogether, using other means of communicating their plans, such as, say, public art. Who's to say that a terrorist sleeper agent hasn't been quietly making a name for himself as an artist, getting lucrative commissions, and waiting for the order to encode doomsday plans in a public sculpture (plenty of opportunity there) or a semi-abstract mural. (Avant-garde art itself is too easy.) Or architecture, or urban planning (if there are Masonic symbols in the layout of Washington DC's streets, there could be other things elsewhere.) The possibilities are infinite.

Perhaps Bruce Schneier could make his next Movie Plot Threat Contest hinge on coming up with creative ways in which evildoers could go to elaborate lengths to encode the message "nuke the Whitehouse at 11:00" in innocuous-looking environments. Because, as we all know, supervillains love complexity in and of itself, and the ideal terrorist plan would look more baroque than a steampunk laptop on Boing Boing.

deception paedoterrorists paranoia security terrorism the long siege videogames wtf 1 Share

2008/7/9

The Australian Office of Film and Literature Classification has banned the postapocalyptic war game Fallout 3 (which is rated M in the US), not because of the realistic gore but because, in allowing the player to use the painkiller morphine, it promotes drug use.

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2008/6/19

A few controversies from the 8-bit music world: claims that electro outfit Crystal Castles ripped off the work of various chipmusic artists, violating the terms of their Creative Commons licence (though this Pitchfork article clarifies this, stating that the tracks in question were never actually released). Meanwhile, this documentary puts forward the theory that Michael Jackson (yes, that Michael Jackson) wrote the music for Sega's Sonic 3 video game on the MegaDrive/Genesis.

(via Pitchfork) 8-bit chiptunes copyright crystal castles michael jackson music plagiarism sega videogames 1 Share

2008/6/15

If this report is correct, console mod chips are now legal in the UK, after the court of appeal ruled on Wednesday that the devices do not circumvent copyright protection. The judgment was awarded when a seller of the chips appealed against his conviction, and got all 26 counts quashed, with legal costs awarded.

The successful argument seems to be that the copyright violation has occurred before the chip is used, and not one about the legitimate uses of the chips. It's not clear whether the Trading Standards Agency has much chance of successfully appealing this decision.

(via Engadget) copyfight law modchips uk videogames 0 Share

2008/5/23

Wii Fit, Nintendo's fitness-training system for the Wii, has recently been released, selling out rapidly. Now the first reports of it in action are coming in, and they're a mixed bag. Engadget's tester has found annoying design flaws with it and generally found it disappointing, and this guy describes it as "absolutely wretched". This guy, however, has used it for seven weeks (thanks to having a Japanese version), and has gotten good results—having, it must be said, put in the hard yards (about 35 hours in total).

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2008/5/4

I wasn't paying much attention to the Grand Theft Auto IV release hype, having never played any of the previous titles in the franchise and not being interested in the thuglife simulator genre of games, what with not being an adolescent boy and all that. However, this article is making me intrigued:

I finally escaped by ducking into a subway station, and while catching my breath, I decided to explore a bit. That's when I stumbled upon a lovely piece of artwork: A huge mosaic of a subway train on the second level. It looked precisely like the mosaics you see in the New York City subway, except even more ambitious and gorgeous. And I was thinking, "Man, who put this thing here? Who thinks of this stuff?"
Well, Rockstar Games did. The Rockstar developers are utterly in love with the idea of the American city: the riot of decay and grandeur, the garish commercialism, the violence and beauty, the architectural delights hidden in every corner. With GTA IV, Rockstar has produced an ode to urban life. Which is to say, they're not really giving you a game to play with -- they're giving you a city.
The attention to street-culture detail is obsessive, practically Sistine. Each street corner is a piece of randomly generated theater: Primly dressed art students wander around with portfolio cases, homeless crack addicts mutter to themselves as they brush past hipster dudes toting Starbuckian sleeves of coffee. Like all the in-game voice acting, the ambient dialogue is both superbly acted and super weird. ("I forgot to tell you, I need more socks. They are all fucked!" brayed a Russian émigré into his mobile phone as I wandered by.)
The game isn't a celebration of gangster life. GTA never was; for all their bad-boy reputation, Rockstar's designers are adept satirists of American excess. Indeed, they pretty much share Charles Dickens' moral view, wherein those in the big city who gain power are inevitably corrupted by it. (I nearly drove off the road several times while shaking with laughter at the parodies of right-wing talk radio -- complete with incoherent, anti-immigrant nativists, slavishly pro-government commentators on the Weasel News network and ads for "baby buying" services.)

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2008/4/8

Stephen Fry, who when he's not performing comedy is the Guardian's gadget columnist, is away, so in his stead, they've gotten Charlie Brooker to list his favourite video games of all time (or, at least, the first installment thereof):

Asteroids (1979, Atari) Of all the early monochrome classics, Asteroids was my favourite, because it's truly bleak. Rather than aliens or robots, your enemies are unthinking lumps of rock that are hurtling through space. Twirling somewhere in the middle of this cluttered void is your tiny, heartbreakingly fragile spaceship, armed only with a feeble electric peashooter. If Asteroids has a message, it's this: you are insignificant, the universe doesn't care about you, and you are definitely going to die. Brilliant.
Jet Set Willy (1984, Software Projects) Back in the day, you needed only a single programmer to create a game - and since said programmers were often geeked-out stoners, said games were often weird. Jet Set Willy's blend of flying pigs, in-jokes, Python and Freak Brothers references encapsulates the homebrew quirkiness of the cottage industry software scene of the early 80s. We shall not see their like again.
The Sentinel (1986, Firebird) You played a nomadic consciousness that had to absorb parts of the 3D landscape, then transfer itself inside a series of motionless avatars in order to travel - your goal being to ascend the highest peak before the ominous Sentinel stared you to death with his huge, cycloptic eye. In other words, it makes sense only when you play it.
(I vaguely remember that on the Commodore 64. Mostly in the context of it being somewhat unsatisfying to play. I imagine that, recontextualised as an interactive art installation or similar, it could perhaps have been more fulfilling.)
Kato Chan And Ken Chan (1988, Hudson Soft) An import-only title for the PC Engine (a tiny Japanese console), Chan And Chan was a below-average platform game - but one that revolved, startlingly, around shitting, farting and pissing. The point at which I first grasped the illicit joy of off-kilter Japanese imports. (Also for the PC Engine: Toilet Kids, a shoot-em-up in which you fired turds at flying penises.)

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2008/3/10

A French artist is working on a Nintendo DS game about the Holocaust. Titled Imagination is the Only Escape, the game will place players in the role of a young boy in Eastern France who uses his imagination to escape the horrors of war during the German occupation of World War II. (Sounds like a real barrel of laughs, doesn't it?) That is assuming that Nintendo sign off on this; the New York Times reported that they had refused to release it in the US, though this report has since been denied.

(via Wired News) genocide history holocaust issues nintendo ds videogames ww2 0 Share

2008/2/8

Norwich-based comedian and reviewer of dubious far-eastern video game machines Dr. Ashen (he's the "sarcastic British guy") reviews the Vii, a cheap video-game console of Chinese manufacture which attempts to imitate the Nintendo Wii without having much of the technical innovation. If you ever wondered what one of those could possibly be like, here's all you need to know. (Capsule summary: don't bother importing one.)

(via Engadget) china fake humour imitation knockoffs nintendo sarcasm tech video videogames vii wii youtube 0 Share

2008/1/12

The source code of the classic urban-planning simulation game, SimCity, has now been released under the GPL. You can find it here. The code is based on the original, UNIX/X11/Tcl/Tk version of SimCity, with a few changes: (a) the game has been renamed to Micropolis (which was its original working title), as "SimCity" is an Electronic Arts trademark for their commercial urban-simulation games, (b) it has been ported to the OLPC XO-1 (the cute green laptop being given to children in developing countries), and (c) everything has been placed in a C++ class and bound to a Python interpreter, making the entire game eminently hackable and extensible in Python. Let a million hacks bloom.

(via alecm, Boing Boing) open-source python simcity society tech videogames 0 Share

2006/7/28

According to a Harvard University report on video games, Pac-Man is "64% violent". Furthermore, a clear majority of games reward players for "injuring other characters"; one example of this is Mario Brothers, with the thing about jumping on turtles.

Given that Pac-Man involves a flat yellow disc consuming white dots and chasing stylised, monochromatic "ghosts", I wonder how abstract one could make a game (or an animation) for it to remain violent. If one had a primitive video game featuring, for example, two coloured squares on a black background, with one obviously "attacking" the other which (exhibiting what the human brain instinctively perceives as fear) moves away increasingly frantically, would this qualify as a violent video game? This sounds like a challenge: how much violence, aggression, brutality and other antisocial and harmful behaviour could one depict in an entirely abstract fashion, without using recognisable real-world objects or cartoon approximations?

The opposite of this would be something like a Brothers Quay animation, which includes things that look like real world objects, but whose parts move around in an entirely random and pointless fashion, not unlike a malfunctioning computer graphics program.

(via /.) pac-man videogames violence 0 Share

2006/5/10

The Fermi Paradox is the observation that it is highly probable that, somewhere else in the universe, intelligent life would have arisen and made its presence known by now, and yet Earth seems to be alone in the universe. Since the paradox was first posed in the 1940s, a number of solutions have been proposed, many of them not cheering, and many reflected the Cold War era they originated in: perhaps any species that reaches a certain technical level inevitably develops the means to destroy itself, and does so. Perhaps in a universe of aliens competing for resources and having little means of achieving agreement, any species that broadcasts its presence is doomed to be preemptively annihilated by others, lest it develop the means to do so. Which means that all those broadcasts of Malcolm In The Middle we're carelessly sending out to space could be responded to by a barrage of planet-killing projectiles travelling at close to light speed.

Now evolutionary psychology has suggested a new possible solution to Fermi's Paradox: perhaps it's not so much a case of sentient species wiping themselves out upon attaining the means to do so, as of turning inwards and devoting all their energy to video games and virtual reality, things much more immediately gratifying than doing battle with the real universe:

Basically, I think the aliens don't blow themselves up; they just get addicted to computer games. They forget to send radio signals or colonize space because they're too busy with runaway consumerism and virtual-reality narcissism. They don't need Sentinels to enslave them in a Matrix; they do it to themselves, just as we are doing today. Once they turn inwards to chase their shiny pennies of pleasure, they lose the cosmic plot. They become like a self-stimulating rat, pressing a bar to deliver electricity to its brain's ventral tegmental area, which stimulates its nucleus accumbens to release dopamine, which feels...ever so good.
The result is that we don't seek reproductive success directly; we seek tasty foods that have tended to promote survival, and luscious mates who have tended to produce bright, healthy babies. The modern result? Fast food and pornography. Technology is fairly good at controlling external reality to promote real biological fitness, but it's even better at delivering fake fitness--subjective cues of survival and reproduction without the real-world effects. Having real friends is so much more effort than watching Friends. Actually colonizing the galaxy would be so much harder than pretending to have done it when filming Star Wars or Serenity. The business of humanity has become entertainment, and entertainment is the business of feeding fake fitness cues to our brains.
This comes down to the reward mechanisms that served our ancient ancestors' genes well being far too slow to adapt to technological hacks that short-circuit these reward mechanisms:
Fitness-faking technology tends to evolve much faster than our psychological resistance to it. With the invention of the printing press, people read more and have fewer kids. (Only a few curmudgeons lament this.) With the invention of Xbox 360, people would rather play a high-resolution virtual ape in Peter Jackson's King Kong than be a perfect-resolution real human. Teens today must find their way through a carnival of addictively fitness-faking entertainment products: iPods, DVDs, TiVo, Sirius Satellite Radio, Motorola cellphones, the Spice channel, EverQuest, instant messaging, MDMA, BC bud. The traditional staples of physical, mental and social development--athletics, homework, dating--are neglected. The few young people with the self-control to pursue the meritocratic path often get distracted at the last minute. Take, for example, the MIT graduates who apply to do computer game design for Electronics Arts, rather than rocket science for NASA.
The author posits the idea that all intelligent species that develop the technology to create computer simulations of this sort go through the "Great Temptation", and subsequently die out, and that this is happening to humanity, with our only hope of survival as a species would be to develop a puritanical opposition to virtual reality, a sort of biological fundamentalism:
Some individuals and families may start with an "irrational" Luddite abhorrence of entertainment technology, and they may evolve ever more self-control, conscientiousness and pragmatism. They will evolve a horror of virtual entertainment, psychoactive drugs and contraception. They will stress the values of hard work, delayed gratifica tion, child-rearing and environmental stewardship. They will combine the family values of the religious right with the sustainability values of the Greenpeace left.
This, too, may be happening already. Christian and Muslim fundamentalists and anti-consumerism activists already understand exactly what the Great Temptation is, and how to avoid it. They insulate themselves from our creative-class dreamworlds and our EverQuest economics. They wait patiently for our fitness-faking narcissism to go extinct. Those practical-minded breeders will inherit the Earth as like-minded aliens may have inherited a few other planets. When they finally achieve contact, it will not be a meeting of novel-readers and game-players. It will be a meeting of dead-serious super-parents who congratulate each other on surviving not just the Bomb, but the Xbox.

(via WorldChanging) aliens civilisation consumerism evolution evolutionary psychology fermi paradox puritanism society solipsism tech videogames vr 5 Share

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