Games: January 2007 Archive Page
January 24, 2007
Virtual world's supposed economy is 'a pyramid scheme'
As I discussed this type of stuff with a self-fashioned hedge fund manager friend, he determined to sink a more sizable amount into testing the Second Life market. After all, talk about uncorrelated returns. He'd read about Second Life in increasingly more sophisticated business and financial press. The Economist, The Financial Times, etc. All of which touted the large and exponentially growing size of the SL "economy". So a mere $10,000 USD shouldn't be but a drop in the bucket, given the fact SL was supposedly producing virtual millionaires.I don't know what any of this means, but I wouldn't have considered investing any money in SL anyway. I really haven't the time to play subscription-based games. Still, I had been a bit surprised by all the mainstream press that SL has been getting.
Once we started playing with real money in SL, however, the truth about the supposed economy therein quickly came to light:You can earn a lot of Linden dollars in SL, in fact fairly rapidly sometimes, but...
If you can actually collect your SLLs from your counterparty - which turns out to be an enormous problem - you can't cash them out for USD easily or profitably.
It turns out that inside the game, counterparty risk is tremendous. In fact, entire banks will suddenly disappear. --Virtual world's supposed economy is 'a pyramid scheme' (Valleywag)
Categories:
Business
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Cyberculture
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Ethics
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Games
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Social_Software
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Technology
January 19, 2007
Pong: The Text-Based Game
The nefarious enemy of all that is good, the right paddle, has performed an act of agression against our sovereign right side by hitting the ball back in our direction.
If we act fast, we may be able to intercept the ball. It is aimed for directly above our paddle!Move the great paddle up!
Hold the paddle steady!
Lower the paddle!
Score:
You: 0
Him: 0 --Pong: The Text-Based Game (Karber.net)
January 16, 2007
Why Video Games May Be Hard to Give Up
The researchers found that the games can provide opportunities for achievement, freedom and even a connection to other players. Those benefits trumped a shallow sense of fun, which doesn't keep gamers as interested. Players reported feeling the best when the games produced positive experiences and challenges that connected to what they knew in the real world.The actual academic article doesn't appear to be online, but this report cites the the January issue of Motivation and Emotion.
"It's our contention that the psychological 'pull' of games is largely due to their capacity to engender feelings of autonomy, competence and relatedness," said Ryan. He believes that video games not only motivate further play but "also can be experienced as enhancing psychological wellness, at least short-term." --Why Video Games May Be Hard to Give Up (Yahoo! | Health Day News (will probably expire))
Categories:
Cyberculture
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Games
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Humanities
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Psychology
January 15, 2007
I, Columbine Killer
What's it actually like? Does it exploit the tragedy for cheap thrills? Or does it actually have artistic merit -- offering a new way to think about Columbine?I've been sick or caring for sick family members for most of the break, so I haven't had the chance to write my thoughts about "Super Columbine Massacre RPG!" -- the game, that is, rather than simply the Slamdance controversy.
Right off the bat, Ledonne tries to put his critics off guard by delivering precisely the opposite of what you'd expect. Nobody will be able to use Super Columbine to live out explicit fantasies of gore or train themselves to shoot up a high school.
That's because it's anything but a graphically sophisticated, blood-soaked shoot-em-up. On the contrary, Super Columbine was designed to look like a clunky Nintendo game from the mid '90s, with low-rez, pixilated characters the size of sugar cubes, and cheesy MIDI music. When you kill someone, the avatar looks like a mashed red blot.
What strikes you, instead, is Ledonne's attention to narrative detail. He painstakingly researched the killers' life stories using publicly released police investigations of the pair, and the game thus includes all manner of detail I never knew. When I started off in Harris' house, I found a box of Luvox, an antidepressant he was on that prevented him getting into the Marines. When I met up with Klebold in a basement, we sat down in front of the VCR to watch the "I've seen the horror" speech from Apocalypse Now, a movie they apparently loved. --Clive Thompson --I, Columbine Killer (Wired)
Thompson is one of the few voices out there who actually played the game, and can thus argue that "It uses the language of games as a way to think about the massacre. Ledonne, like all creators of 'serious games,' uses gameplay as a rhetorical technique."
Categories:
Aesthetics
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Current_Events
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Cyberculture
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Design
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Ethics
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Games
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Humanities
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Media
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Rhetoric
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Social_Software
January 10, 2007
USC Interactive Media Division Withdraws Slamdance Sponsorship
Whatever one thinks of the game's content, the game went through an extensive judging process and was deemed a finalist by a jury of game experts. To have the game pulled based on either pressure from backers or a fear of liability is to say that independent games do not deserve the same respect and conscientious protection by artistic venues as independent films. Would a difficult, perhaps controversial, film be pulled from the festival under the same circumstances? Of course not -- and it had never happened in the history of the festival. That is the point of having a festival such as Slamdance, to confront those moments when media and sensibility and culture are in conflict. To offer a place where the independent independents can be seen, appreciated, lauded or condemned -- but not hidden or refused.The fallout over Slamdance's decision to pull Super Columbine Massacre RPG! continues.
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[A] festival honoring a "philosophy of design" must be open to more than just beautiful independent games or independent games that make us feel good; and, that those striving to support independent game making must be ready to defend games that are difficult and provocative in terms of their content, as well as games that are challenging and innovative in their game play. We support such games and it is in that spirit that we withdraw our sponsorship. --USC Interactive Media Division Withdraws Slamdance Sponsorship (Ludicidal Tendencies)
Categories:
Aesthetics
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Art
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Current_Events
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Cyberculture
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Design
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Ethics
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Games
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Humanities
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Media
January 9, 2007
Keyboard power
In an optical or physical sense, the capabilities of modern day computers have really put "reality" immersion within reach. Yet, this aspect of immersion--the "wow it looks so real" factor--has become a crutch and the only pillar of the immersion experience for which most games aim. Maybe it's easier to sell or produce en masse. It seems like a distraction or an eventually empty substitute for what was once the key tenet of the "immersion" experience--the ability to "do anything" in a game.I really like this site.
When it comes down to it, there are only a few things you can do in a modern game--shoot, jump, manoeuvre, open doors, push switches, select weapons, and pick up ammo. Even other games, like strategy and simulation, limit you to a small set of actions. While some games allow you to carry conversations, it is only within a narrow script in which your only real choice is in what order you read what the character has to say. Though a lot of time is spent giving the impression of vast worlds and endless corridors, you really can't just do anything. --Leopold McGinnis --Keyboard power (Adventure Classic Gaming)
Categories:
Cyberculture
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Design
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Games
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Media
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Technology
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Usability
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Writing
January 5, 2007
Exclusive: Columbine Game Kicked From Competition
Slamdance finalist Super Columbine Massacre RPG has been officially kicked from the festival due to mounting pressure from protesters and the loss of sponsorship, the game's creator told Kotaku Thursday night.I cited this game as an example in a paper I gave at the National Catholic Center for Holocaust Education in November. My point was that the young audience that Holocaust educators want to reach has a different set of moral and aesthetic responses to games than the adults who don't have much to say beyond dropping their jaws. The Holocaust deniers and other promoters of hate and violence already have their issue-oriented games out there. While I think it's exaggerating to suggest that a Jew-bashing game is going to have much impact (those games, like the Christian-themed evangelical games typically have poor production values and won't really attract the interest of someone who doesn't already share the world view that the game is trying to promote). There is enough social commentary embedded within this particular RPG that I think it moves beyond cynical exploitation, and really attempts to use a popular medium in an effective way.
This is the first time in the Slamdance Festival's 13-year history that a game or film has been removed from the festival due to criticism or outside pressure. --Exclusive: Columbine Game Kicked From Competition (Kotaku)
The designer, Danny Ledonne, speaks eloquently and thoughtfully about his creation (in this article and elsewhere on Kotaku).
Update, Jan 6: Ian Bogost offers a good overview of the Slandance controversy. It looks like it wasn't external pressure from advertisers after all, but one person's concern about what MIGHT happen if the game were to be part of the show.
I teach plenty of safe classics, but I also teach books that contain disturbing and threatening ideas. I find it amazingly hypocritical that Slamdance (an indie film festival, founded to protest commercialism at Sundance) would override the artistic decisions of the panel that agreed to let the Columbine game into the competition.
