Posts matching tags 'videogames'
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.)
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.)
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) ¶ [no comments]
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) ¶ [no comments]
2008/1/12
The source code of the classic urban-planning simulation game,
(via alecm, Boing Boing) ¶ [no comments]
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 /.) ¶ [no comments]
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) ¶ [5 comments]
2006/4/27
In 2004, an anonymous writer calling herself "ea_spouse" posted a letter detailing sweatshop-like working conditions at video game company Electronic Arts, at which her partner worked, complaining that the company deliberately kept schedules in "crunch time", obliging employees to put in 85-hour weeks with no paid overtime, and thus that her partner came home physically and mentally fatigued. Now, ea_spouse has revealed her identity; she is one Erin Hoffman, married to former EA developer Leander Hasty. If you've ever played "Lord of the Rings: The Battle for Middle Earth", you have experienced the fruit of this chap's gruelling labours:
On Hasty's second day of work, the team was sucked into a six day-a-week "crunch,'' an intense work period. By September, the team had to work 13-hour days, seven days a week.
The exhausted team members started making mistakes and getting sick. For Hasty, the stress triggered an allergic reaction that resulted in stomach problems and chronic headaches. He dropped 10 pounds and turned pale.
They desperately wanted to ditch EA. But they didn't have the $5,000 to repay the signing bonus.The good news is that the essay led to a class action by video-game industry employees against EA, which has apparently resulted in working conditions in the industry improving. (It doesn't say how much they have improved by, though, and whether anybody in their right mind would be drawn to the industry if they knew about it works now.) Hoffman and Hasty (who now work at an independent game studio) are continuing their activism for video-game developers' rights, and are setting up a web forum for developers to discuss issues at their workplaces.
(via /.) ¶ [no comments]
2006/3/18
Japanese video-game publisher Namco has announced that the team responsible for Katamari Damacy and its sequels has been dissolved, and that no further sequels are planned.
The last Katamari game to come out will be Me And My Katamari, for the PlayStation Portable. Though given that this game was created without the input of Keita Takahashi, the designer of the Katamari concept, it's not inconceivable that Namco (who, presumably, own the characters and trademarks) could bring out more sequels if doing so would be profitable; they're already giving the characters cameos in other, more traditional, games.
Takahashi is apparently working on a new concept, unrelated to the Katamari games. It'll be interesting to see what he comes up with.
(via /.) ¶ [no comments]
2006/3/17
Another update on the state of free speech in Australia: A spoof of the Prime Minister's website, created by former Oz troublemaker Richard Neville, has been taken down by request from the Prime Minister's office, under anti-phishing guidelines designed to target sites which impersonate banks to steal user credentials. (Presumably a quick phone call was easier than sedition proceedings.) The site, johnhowardpm.org, was hosted by Yahoo, but used an Australian domain registrar, Melbourne IT. The moral of this story: if you say anything the Australian government doesn't approve of, don't register your domain in Australia.
Meanwhile, the reasons for the banning of the video game Getting Up in Australia have emerged: the game is illegal because it teaches skills that can be used in committing a crime, namely vandalism. Presumably under this precedent, all first-person shooters will now be illegal in Australia. And then there's Pac-Man, Mario Bros., and other games featuring behaviour-altering pills, which encourage drug use.
2006/2/17
A media expert claims that, if Australia's ban on the video game Getting Up is not overturned, it may set a precedent, leading to any interactive games inculcating illegal activity or disrespect of rightful authority to be outlawed in Australia.
2006/2/15
The latest video game to be banned by the Australian government is Mark Ecko's Getting Up, a game involving graffiti, which is banned on the grounds that it would promote graffiti.
And so, once again, Australia faced a choice between Western liberalism and Singapore-style authoritarian paternalism, and chose the latter.
I think someone should start a campaign to overhaul the Australian video game censorship guidelines and create an adults-only/"R" category. To divide an entire genre of entertainment into "suitable for children" (in the eyes of bureaucrats appointed by a conservative government unapologetic about its culture-war agenda) and "legally equivalent to child pornography/snuff films" is ridiculous.
2006/1/17
Companies sometimes commission and give away "advergames"—free, branded, computer games designed to present their brands in a positive light. Now guerilla activist types are doing the same: such as this simulation of the hell of working in a Kinko's:
Disaffected! is an arcade-style game with fast action and high replayability. The player controls one or more employees behind the counter at a typical copy store. As each level starts, customers enter the store through the front doors and line up behind the cashiers at the counters. The player must try to find and deliver each customer's order. Obstacles include confused employees, employees who refuse to work, employees who move orders around indiscriminately so the player cannot find them. A complete in-game tutorial walks the player through both one-and two-player gameplay.The concept isn't new; perhaps the grandfather of the shitwork-simulation game genre was that early-1980s Game&Watch game where one has to catch boxes as they come down four conveyor belts; the fact that it was only a game, and not a soul-crushingly meaningless job, made sufficient difference to transform an existential ordeal into a fun activity.
Of course, the key difference is that Disaffected uses FedexKinko's logos in its graphics. I wonder how long until it gets taken down for trademark violation.
(via bOING bOING) ¶ [no comments]
2005/12/9
A game developer in Montréal has developed a video game to teach techniques of female sexual gratification. It involves stroking a cartoon rabbit named Lapis, whose response to the stroking is modelled on female sexual response:
The prototype teaches how to reach orgasm by simulating the affect of pleasurable sensation on the cartoon. Players tickle, touch, tap, and stroke Lapis using the touch screen of the Nintendo DS, a hand-held video game device. They can also talk, sing and blow on the bunny's fur using the device's built-in microphone.
The more they stimulate the bunny, the happier he becomes until eventually he begins flying through the air. But Lapis is also an unpredictable creature who needs a variety of sensations. Sometimes, no amount of stimulation is going to work.Heather Kelley's page on her prototype game is here, and includes a presentation and a (Windows-only) downloadable prototype demo. Lapis itself was developed for the Nintendo DS, and thus may not ever make it out the door, assuming that Nintendo have to sign off on each title published for the DS and they are as censorious about game content as they were during the NES Maniac Mansion days.
(via bOING bOING) ¶ [no comments]
2005/12/8
The latest beat-'em-up video game from Japan is Line Kill Spirits. It's much like any other beat-'em-up (Street Fighter, Mortal Kombat and all the numerous lookalikes), except that (a) all the characters are lolitaesque anime girls, and (b) the only way to make damage to an opponent stick is to take a photograph of her underwear. Or from the Google translation of the official page on the game:
it is possible to convert the latent damage to the actual damage. First, the punch button and the kick button are pushed simultaneously, the skirt of the partner is turned, " it turns and makes skill move ". When the skirt burrs and rises, timing the photographing button (with default the V key) pushing well, it will cut the shutter. It is appraised at 3 stages of the BAD * GOOD * GREAT by the area of the underpants which have been taken, if above the GOOD conversion of the damage is done.The web site also has two video clips of the game in action; Line Kill Spirits appears to be the work of a group of hobbyists, rather than a game publisher. It appears to be part of the "Dojin Soft" small-press game movement, which does tend to produce its share of bizarre ideas, such as a fighting game based on Les Misérables.
(via
jwz) ¶ [no comments]
2005/11/28
Nifty objet d'art of the day: the Pong clock:
It's an embedded computer with an LCD display screen, which plays a perpetual game of Pong, with one round per minute. The right-hand side wins once a minute, except on the hour, when the left-hand side wins (and the right's score is reset); hence, the score displays the current time. Clocks go on sale next year, though there will be a downloadable screensaver soon.
In a sense, this seems to be the computer-age equivalent of those mechanical clocks from centuries past, in which tiny figures promenaded around illustrating the time of day.
(I wonder what it's implemented on. If the device contains, say, a Mac mini or an entire Linux system and X server, it would seem somewhat decadent.)
(via bOING bOING) ¶ [4 comments]
2005/11/10
The Nokia 770 Internet Tablet, a hand-held, Linux-based, WiFi- and Bluetooth-enabled web-browsing/email appliance, is out. In the UK, it's selling for £245, and appears to be out of stock already. It costs twice as much as the other hackable, Linux-based gadget, the GP2X, though has wireless communications technologies (which the GP2X lacks altogether) and more than four times the screen resolution; however, external storage is limited to the smaller RS-MMC cards, as opposed to the somewhat larger SD cards the GP2X takes; also, while it's likely that someone will port MAME to it, playing arcade games with the nagivation pad probably won't be as comfortable as with the GP2X's controls. I'd have one of each, had I £370 I had no better use for and a jacket with infinitely capacious pockets.
And here there is a round up of reviews of the Nokia 770.
2005/11/8
An article looking at the console games scene in Brazil, where due to a number of factors, old systems killed off as obsolete in McWorld enjoy a new lease of life, and/or a freaky Frankensteinian afterlife:
Not only did Brazil embrace this marvel in video game history, but an increasing number of pirate consoles began appearing with additional features in an effort to beat the abundant competition. To differentiate between the two largest consumer bases, America and Japan, Nintendo had stemmed the import and export of games by employing different cartridge connections between the Famicom (Japanese version with a 60-pin connector) and the NES (American version with 72-pins). Since Brazil had never been properly established on Nintendo's world map, no marketing decision had been made to determine how sales would be controlled. Being stuck in the middle, with an increasing number of legal and illegal NES cartridges being shipped in from across the globe, clone consoles began appearing in Brazil with two connectors to accept either of the formats. On top of that, some pirate cartridge manufacturers began turning out double-ended casings, with 60-pins at one end and 72 on the other! Many of the NES and 2600 clones, still available today, even come with a multitude of games built into the system.
The Master System (Sega's challenge to the NES) and the Mega Drive landed in Brazil about the same time, where the systems were licensed to a local manufacturer. They were already due for replacement across the rest of the world, so Sega wisely allowed their licensee more freedom for internal development than was usually permitted. This has kept cloning and piracy of Sega products to almost nonexistent levels throughout South America. The entire range of Sega consoles are still in manufacture today - the only region in the world where Sega is still selling hardware - while sales of the Playstation 2 and Xbox are noticeable only by their absence.The article is from a publication known as The Escapist, which uses somewhat annoying stylesheets and JavaScript navigation and requires a rather wide browser window. Though it certainly looks pretty.
(via bOING bOING) ¶ [no comments]
2005/10/5
Civilization IV, the latest in the highly addictive game series, is coming soon, and looks interesting; other than the gameplay, it will be extensively customisable using XML-based data and Python scripting. Ht's probably just as well that there is an organisation such as Civilization Anonymous; I suspect they'll be busy.
(via worldchanging, 433) ¶ [3 comments]
2005/9/29
A video game simulating being a graffiti artist is in the works. Titled Getting Up, it was developed with the involvement of hip-hop streetwear mogul Mark Ecko and various veteran graffitiists and urban artists (including Shepard Fairey of Obey Giant fame). (I wonder whether Banksy approved of the rat-shaped stencil that's visible in the Flash site.) It's said to be an accurate simulation of the activity of tagging/doing pieces and avoiding the police, and has a story line about an evil, megalomanic mayor (which sounds like Turk 182 meets Rudy Giuliani). No word on when it's coming out or what platforms on.
(via
moebius_rex) ¶ [2 comments]
2005/8/17
Never mind the PSP, I want a GPX2. It's a pocket-sized SD-based media player (capable of playing DivX/MPEG4 movies and MP3s) and some undefined games (with the provided joystick). Most interestingly, it runs Linux; assuming that they don't deliberately cripple it, that means it's going to be possible to put MAME on it, load up a SD card with old arcade ROMs and have an arcade in one's pocket. The only thing it's missing is WiFi.
(via Gizmodo) ¶ [no comments]
2005/8/12
Toru Iwatama speaks about his famous creation, Pac-Man:
In fact, Iwatani acknowledges that, while a eureka moment for the annals, that event represents the official birth of Pac-Man: "The whole thing actually started with me walking around games arcades watching how many boys were playing and the fact that all the machines were about killing aliens, tanks or people. Girls were simply not interested, and I suddenly had a motivation for my work: I wanted game centres to shed this rather dark, sinister image, and it seemed to me that the way to raise the atmosphere of a place is to entice girls to come in. The whole purpose of Pac-Man was to target women and couples, and get a different type of player involved."
"So there I was, wondering what sort of things women would look for in a video game. I sat in cafés and listened to what they were talking about: mostly it was fashion and boyfriends. Neither of those was really the stuff of a good video game. Then they started talking about food -- about cakes and sweets and fruit -- and it hit me: that food and eating would be the thing to concentrate on to get the girls interested."
It may have been aimed at girls, but boys converted to it immediately: Pac-Man's most interesting revelation was gamers' affinity to living things. And that spark of inspiration has taken the industry from a 2-D yellow disc through Mario, and on to a 3-D Lara Croft.
Strangely, that is exactly how Namco saw his achievement: as just a game. Pac-Man, quite apart from the lucrative sequels Ms Pac-Man and Pac-Land, made the company more than $100 million. Iwatani was merely promoted to supervisor level, and still lives in a house too small to accommodate a Pac-Man arcade cabinet.
(via 1.0) ¶ [1 comment]
2005/7/15
The video game of the moment appears to be Katamari Damacy; it involves rolling a ball around a landscape, rolling over objects which become stuck to the ball, and graduating to larger and larger objects as the game progresses. Though, from what I hear, it's even more surreal than this somewhat prosaic description would suggest, with a bizarre and quirky soundtrack adding to the experience.
Unfortunately, the only way to legally play Katamari Damacy outside of Japan involves moving to the U.S.; it's only out there, and only in region-locked PlayStation format. And with governments cracking down on the economic terrorism of modchips all across McWorld and Sony not deeming Katamari to be worth releasing in other territories, this looks unlikely to change.
However, an enterprising hacker has created a simple Flash game based on Katamari Damacy. It's very rudimentary; for example, it does away with the whole 3D thing and all the scenery, not to mention any sound, and merely involves the player rolling a ball around in 2D, collecting increasingly larger objects, which get stuck to it. Unfortunately, it only goes up to telephones, so eventually you end up rolling around picking up speck-sized telephones.
I wonder how long until some penguinhead tail-light chasers decide to do a FreeCiv on Katamari Damacy and make their own (perhaps with a gnu or a penguin pushing a ball around, or even filling it with unsubtle anti-Microsoft propaganda, à la FreeDroid). Bring it on, I say.
2005/5/18
I have been thinking about the homebrew-console-games-vs.-manufacturer-DRM issue recently.
New consoles with new capabilities come out, often containing powerful CPUs and graphics chips, and hackers and hobbyists want to have a go at writing code for them and getting them to do things other than consume titles. The manufacturers, of course, design the units so as to prevent unauthorised code running on them, primarily to protect their business model. The video-game console business model typically involves selling the consoles cheaply (often at a loss) and collecting a cut of the price of each game sold. Of course, for this to work, console makers have to strictly control what code will run on their machines, and ensure that they get a cut of every item released for them.
It's a stiflingly regressive reality, though it appears to be stable and is unlikely to go away any time soon. The alternative model (open game machines, sold at above-cost price, with anyone able to develop code for them) has been tried and failed; witness the Tapwave Zodiac PalmOS-based game machine, for example. Customers are more likely to buy cheap consoles and more expensive games for them later, in instalments, than to buy a more expensive console with cheaper software. Of course, this makes game consoles somewhat stagnant platforms (compared to, say, PCs or handhelds), though the game market seems to be able to cope with this well enough for it to be the best current business model for that kind of business.
(This ignores mobile phone J2ME games, which anyone can write and run on any compliant mobile phone without the manufacturer's blessing. Mobile phones are heavily subsidised as well, though they are subsidised by phone companies who make the money back in network usage; besides which, J2ME is a fairly weak gaming platform (for one, the low-power CPUs used in mobile phones often mean sluggish response times for navigating the internal menus, let alone games). Perhaps this will change in future.)
Nonetheless, that does not change the fact that hardware such as the PSP and Nintendo DS is tantalisingly attractive to tinkerers. When it was discovered recently that certain early Japanese PSPs could be made to execute code off a Memory Stick, a hacker community cropped up, with games, demos, utilities and ports of old console emulators popping up like mushrooms after a rain; the more recent firmware has closed off this hole, and anyone running a recent game on an old PSP will find themselves upgraded against their will.
What if, instead of locking out the hacker culture, game companies worked with it, whilst still preserving their business model? Imagine, for example, a device sold by the console manufacturer which costs about the difference between the retail and cost price of a game machine and enables it to run homebrew code. It could be a disc, a hardware dongle, or even a special cable. Unlike homebrew hacks (such as the Nintendo DS passthrough cartridge), it requires no soldering and no fabrication of circuit boards, allowing those who don't have a fetish for that sort of thing to get involved. Perhaps it comes with development tools and documentation (the GNU toolchain would be a start), or even membership of a community web site, where users can share their code. From time to time, publishers could release compilations of the best such titles, perhaps in a magazine format, doing the necessary licensing to make the releases run on standard machines.
Sony once tried something like this with their PlayStation 1; they called it "Net Yaroze", and apparently it wasn't a stellar success. I wonder whether it could be done better.
Of course, if the console makers don't throw a bone to hobbyists, makers of third-party extensions (of various levels of legality) just might; and these would be less concerned with protecting the makers' profit margins.
2005/3/26
This computer game looks pretty nifty; photorealistic backgrounds of decaying buildings and rusty machinery and surrealistic cartoon characters. Unfortunately, it seems to be available only in Russia. (via Urban Decay)
2005/3/21
Electronic Frontiers Australia, Australia's equivalent of the EFF, are pushing to legalise adult-oriented computer games. Presently, the video-game rating system is written with the assumption that games are for children; it only goes up to MA (i.e., 15 years or over), and thus any games deemed unsuitable for 15-year-olds are illegal. This has resulted in some games being banned outright, and others (including some in the Grand Theft Auto series) being bowdlerised for Australia's tender sensibilities.
Of course, getting such a change of law passed by the social-conservative Tory government (which, after all, is responsible for tightening up the censorship system to its present level of Mary Whitehouse-esque prissiness and banning a fuckload of things Britons and most Americans can see freely) would be a difficult task at any time. And now, it may be even harder, given that a Tory senator's career of swashbuckling high adventure has come to light. If Senator Lightfoot, alleged to have been gallivanting around Iraq with a gun and smuggling money to an oil company, is found to have been a political liability, the government's Senate majority may disappear, and were that to happen, they would be forced to go into coalition with religious-right party Family First, who make them look like, well, liberals (they are the ones demanding a Saudi-style national internet firewall). With that looming on the horizon, it may be prudent for them to bulk up their wowser credentials, and developing a reputation for being open-minded, tolerant or otherwise "soft on filth" would be exactly the wrong thing to do.
2005/2/1
Entries in b3ta's Crap Computer Games challenge, in which contestants submitted demos (as animated GIFs or Flash; though at least one entrant wrote an actual ZX Spectrum program) of naff 8-bit computer games that never actually existed, both original ones and interpretations of pre-supplied concepts like Window Cleaner, Trade Union Organiser and a Spanish holiday simulator; anyway, you'll find these and more (including Football Text Adventure, the tape loader from Ocean's Last of the Summer Wine tie-in, and Mirrorsoft's Robert Maxwell Yacht Simulator) all (well, most) in pixellated 8-bit glory.
The contest was in connection with Look Around You, a BBC comedy series satirising 1970s educational television. The first episode of the new series (now changed from 9-minute "educational" programmes to a half-hour magazine-programme format; not unlike Curiosity Show for the Australians in the audience) aired last night. Unfortunately, I only managed to catch the last 5 minutes (did anyone manage to tape it?), though what I saw looked very amusing; perhaps even more so than the first series.
IMHO, Look Around You is the cream of British comedy these days. For all that is said about Little Britain, the usually cited candidate for this honour, there's no escaping the fact that it's basically a British version of The Comedy Company (right down to Vicki Pollard being a chav Kylie Mole). It inherits little from the great British absurdist tradition of the Goon Show and its heirs, instead throwing out the same predictable plots and trademarked catch-phrases in slightly different settings.
2005/1/25
A Japanese company named Gametech have released a handheld Nintendo Famicom clone. (For those not in the know, the Famicom was the Japanese game console rereleased in the west as the Nintendo Entertainment System.) It's about the size of a modern handheld game console and takes full-sized Famicom cartridges (which are shaped somewhat differently from the NES cartridges sold in the west, but an adaptor is available). It's not clear how legal it is, though given that it's on the Japanese market, they'd probably have an excuse of some sort (quite probably unlike a different handheld NES clone sold in China, and using miniature copies of Nintendo cartridges). The page says that it's of quite good quality, though given that they're trying to sell them, they would. (via gizmodo)
(This is from the Lik-Sang site, who also sell nifty and bizarre things like discontinued handheld game consoles and pencil cases shaped like vintage game controllers and such.)
2005/1/8
Players of The Sims 2 have been swapping houses on a website, and have discovered that Sims hacks are contagious; an object infected with a hack will affect everything else in the installed copy of the game, which can often bugger things up.
The hacks are easy to install, but they aren't for everybody. Many are cheats that eliminate challenges and obstacles in the game, while others modify fundamental behavior of the virtual people that inhabit the Sims 2 world. The "No Social Worker" hack, for example, allows Sims to neglect their children without the state getting involved. The "No Jealousy" patch lets them keep multiple lovers without getting slapped all the time. Another hack allows teenagers in the Sims 2 to get pregnant. As the game is sold, they can't even have sex.
(Actually, the "pregnant teenagers" hack is not a hack, but rather an official localisation for the British release to make it more authentic. Especially the part where they start wearing hip-hop hoodies and smoking like a coal-fired power station.)
At one point as many as three-quarters of the lots on the exchange contained hacks, estimates Suzanne Walshire, a 57-year-old Sims 2 player from Pflugerville, Texas, and an early victim of the phenomenon." It's extremely widespread," Walshire says. "Someone at Electronic Arts was really shortsighted not to have thought of hacked objects spreading this way. If they knew that their own objects would download with a house, they would know that other objects would download with a house also."
Perhaps EA's programmers were too exhausted from their 80-hour work weeks to notice such a flaw in their design?
2004/11/28
In Russia, Vladimir Putin's government plans to revive a Soviet-era programme to instil patriotism in the youth; the updated programme will involve patriotic video games, which, it hopes, will replace the likes of DOOM and inculcate patriotic values in youth. Which could mean something like a post-Soviet America's Army, or something more heavy-handedly jingoistic.
