Games: April 2008 Archive Page

In case you didn't know, Choose Your Own Adventure (CYOA) is back. (School Library Journal)
The CYOA books allow middle graders to experiment with nonlinear storytelling, "a developmental step that some kids need." Choice-points in the stories force youngsters to visualize and mull over plot possibilities, letting them take control of the reading experience. Individual volumes in this versatile series treat many different themes, take numerous approaches, and incorporate varying levels of complexity, making the titles suited to a wide audience. Sure-fire successes with reluctant readers, the books can also encourage youngsters who have the skills but have stopped short to move "past their point of resistance." And of course, more accomplished readers love them too.

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Naomi Alderman (Guardian):
[S]ometimes I admire the beautifully-rendered star-filled sky, and sometimes I drive the in-game car into a lamp-post, just to see what happens. It is play, just like "cops and robbers", just like daydreaming, just like writing a novel.
I'm not a big fan of driving games, and the longest stretches of game-playing time I have are when I'm watching my kids play games on a different computer, so I'm not likely to get much time to invest in this game. Nevertheless, it does sound very impressive, and I'm looking forward to what the modding community might be able to make of it.

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Wired:
The U.S. Army Intelligence Center is using a custom game to train interrogators, or "human collectors," as they are euphemistically known. Known by the staggering title of Intelligence and Electronic Warfare Tactical Proficiency Trainer Human Intelligence Control Cell, the simulation was designed by General Dynamics from the shooter Far Cry.

The Army game features a virtual detainee and interpreter; the player-interrogator speaks through voice-recognition software to the virtual interpreter, who translates the questions to the prisoner. Designed for rookie interrogators and more experienced personnel needing a refresher course, IEWTPTHICC teaches the player how to work through an interpreter, use culturally appropriate speech and analyze a detainee's body language, according to Lt. Col. Cherie Wallace, deputy head of the new systems training and integration office at the Army intelligence center at Fort Huachuca, Ariz.

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Back when the box art had little to do with the way computer games looked, you got used to the cognitive disconnect between the two media.

My brain still hasn't fully processed Infocom Diskgate, when I come across a trove of Atari 2600 cartridges that resemble games I played, but the boxes seem... different.  Here's my favorite.

OhISay.pngCheck out the others at Mightygodking.

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Imagine that, since childhood, you've been a fan of a now-obscure genre of computer games called interactive fiction. Imagine that, since 1999, you've kept a weblog.

Imagine that, since 2003, you've taught journalism and new media courses, in which you have introduced students to weblogs and interactive fiction (among other topics, of course). 

Recently, after about five years of on-and-off research, you published an article that included archival material about the first interactive fiction game, Colossal Cave Adventure.  Thanks to the kindness of innumerable e-mail contacts, you have been able to study the source code -- recovered from a 30-year-old backup tape -- that had been considered lost. 

Imagine that you're now in the middle of teaching a unit on the materiality and persistence of digital culture, to a class that consists mostly of upper-level journalism students who have been blogging academically for years.  You've recently assigned Espen Aarseth's close reading of Infocom's interactive fiction work Deadline, and you just finished going through Matt Kirchenbaum's detailed forensic analysis of a 5 1/4 floppy disk containing the interactive fiction game Mystery House

And imagine that someone (not you) gets ahold of some archival material from Infocom. More than just some archival material, a complete copy of the company's networked hard drive, bristling with e-mails, production notes, source code, and demo files.


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April 18, 2008

Forum Refereee!

Jason Scott (who has produced a documentary on BBS culture and is working on one now on interactive fiction) offers a thoughtful analysis of an Atari forum thread that went awry.

The problem with a "what do you think about this", or the hardest portion, is listening to what people say and then waiting until it's all died down to give a summary thanks and move on. Fulop instead begins a conversation and ultimately a quasi-interview/roundtable masquerading as a poll.

A web-based forum (in this case, AtariAge) is no longer imbued with the limitations of bulletin board systems; multiple simultaneous posters are a breeze, images can be embedded into discussions, and the software allows for instantaneous restructuring of the postings to satisfy a linear or threaded regard. While in many ways this is a positive set of innovations, it also brings along with it potential for flamewars and flare-ups to immediately consume the parties involved. There is no waiting period. There is an abundance of meta-discussion due to the non-scarce resource of access. There is a lower barrier to entry with commercial and societal interests in lowering the barrier even further. This is the modern environment and it's the way it is.

So saying that there were an average of 4.4 posts an hour is not all that helpful, in fact; you have no idea of the distribution of the messages. Since people can be writing multiple additions simultaneously, the forum can actually "breathe" in a manner not unlike a bellows or chamber in an engine; with posts queuing up in great numbers and blasting across the message base in waves.


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Andy Baio offers some forensic digital journalism:

From an anonymous source close to the company, I've found myself in possession of the "Infocom Drive" -- a complete backup of Infocom's shared network drive from 1989. This is one of the most amazing archives I've ever seen, a treasure chest documenting the rise and fall of the legendary interactive fiction game company. Among the assets included: design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made.

For obvious reasons, I can't share the whole Infocom Drive. But I have to share some of the best parts. It's just too good.

So let's start with the most notorious -- Milliways: The Restaurant at the End of the Universe, the unreleased sequel to Infocom's The Hitchhiker's Guide to the Galaxy. For the first time, here's the full story: with never-before-seen design documents, internal emails, and two playable prototypes. Sit back, this might take a while.


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This game sounds great. Created by a 14-year-old, says Wired.
With Elementeo, we inject fun into education!

Welcome to the Elementeo game!  In this action-packed game, two or more players wage a chemical war with just one goal in mind - destroy their opponent's electrons to zero!  Armed with their arsenal of elements, compounds, and nuclear reactions, these young chemists strive to create, combat, and conquer the world!

As the commanding general of your army, your job is to move, attack, and strategize with your elements and compounds.  The primary goal is to destroy the most number of your opponent's electrons by the end of the game. 

This army is made up of Element Cards, Compound Cards, and Alchemy Cards. Your element cards range from the powerful creatures like Carbon Conqueror and Sodium Dragon to ones with the mythical powers such as Oxygen Life-Giver and Gold Maharaja!

You also have powerful compounds that you can make during your battles from Salt and Water to Sulfuric acid and Polyvinyl Chloride.   But the game doesn't stop there -- there are also Alchemy Cards like Nuclear Fusion, Slippery Base, and Electron Exchange that you can use to double up the action, excitement, and battle!

Can you hear that roar?  Your army is calling... An epic chemical battle is about to start.  Go ahead, launch your attacks.  

Create. Combat. Conquer!


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April 12, 2008

Commando Performance

The WashPo ruminates on the social significance of the activities of the brain-eating collegiate undead.

The 2005 inaugural Zombies game drew about 70 Goucher students. Since then, as many as 200 have played, making it one of the most popular student activities -- even though it's not an official student activity -- among the school's roughly 1,500 students. The game has spread to other campuses, with thousands of students playing this month at Cornell University, Penn State University, Bowling Green State University and the University of Maryland, among others.

But as Zombies' popularity has grown, criticism of it has grown, too -- especially since last April, when a severely disturbed English major named Seung Hui Cho armed himself with two semiautomatic handguns and killed 33 people, including himself, at Virginia Tech University. In the immediate wake of that shooting, Humans vs. Zombies became controversial, raising a collegiate version of the prevailing question of our time: What is the balance between security and freedom? And it prompts another fascinating question: What can a group of young people learn about one


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The abstract from a psychology conference presentation that argues World of Warcraft lowers the anger levels of players is getting a lot of attention online.  The term "sex" (which appears in the title paired with "violence") seems to mean "gender" in the abstract, so the title may be a bit misleading. I haven't heard from anyone who attended the conference presentation, and neither have I read the full study.
Sex and violence and playing games: reduced levels of anger after violent online play
Jane Barnett, Mark Coulson, Nigel Foreman, Middlesex University

Objectives: This study had two main aims. First, to explore the types of anger-causing scenarios experienced when playing WoW. Second, to identify the state emotions experienced before and after the anger-causing scenarios, as a function of sex and personality.

Design: Male and female WoW players (aged between 12 and 83 years) provided examples of anger-causing scenarios they experienced while playing the game (these scenarios formed the World of Warcraft Questionnaire: WoWQ). These scenarios plus other questionnaires examining anger, aggression, and personality, were administered as an online survey. Respondents completed state and trait mood measures, played WoW for a minimum of two hours, and then completed the state measures again. Participants also reported situations ingame that had made them feel angry or aggressive.

Method: Participants were recruited using the official WoW gaming forums. The forum post provided players with a link that took them to the introductory page of the survey. The final number of respondents was 292.

Results: Principal components analyses found a structure identifying four main anger-causing themes in WoW. Correlational and regression analyses examined the relationships between these WoW scenarios, and the emotional and personality constructs of participants. Mixed ANOVAs examined differences between male and female state moods before and after playing WoW. Results suggest that although online gamers are more likely to feel calm or tired after playing, the post-WoW mood state is dependent on sex, age, and personality.

Conclusions: The identification of a specific gamer personality type helped to outline the possible benefits and risks of these individuals who play video games. A standardised questionnaire was developed to examine the concepts investigated in this research, i.e. how anger and aggression vary as a function of personality, sex, and age, in gamers and non-gamers. This study improved the understanding of and the ability to respond effectively to public health threats that arise from playing computer games, and encouraged more responsible communication regarding these issues.

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This page is a archive of entries in the Games category from April 2008.

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