Media: May 2008 Archive Page
Rage against the machines
When Mogwai isn't online, he's called Adam Brouwer, and works as a civil servant for the British government modelling crisis scenarios of hypothetical veterinary disease outbreaks. I point out to him a recent article in the Harvard Business Review, billed under the line "The best sign that someone's qualified to run an internet startup may not be an MBA degree, but level 70 guild leader status." Is there anything to this? "Absolutely," he says, "but if you tried to argue that within the traditional business market you would get laughed out of the interview." How, then, does he explain his willingness to invest so much in something that has little value for his career? He disputes this claim. "In Warcraft I've developed confidence; a lack of fear about entering difficult situations; I've enhanced my presentation skills and debating. Then there are more subtle things: judging people's intentions from conversations, learning to tell people what they want to hear. I am certainly more manipulative, more Machiavellian. I love being in charge of a group of people, leading them to succeed in a task."
It's an eloquent self-justification--even if some, including Adam's partner of the last ten years, might say he protests too much. You find this kind of frank introspection again and again on the thousands of independent websites maintained by World of Warcraft's more than 10m players. Yet this way of thinking about video games can be found almost nowhere within the mainstream media, which still tend to treat games as an odd mix of the slightly menacing and the alien: more like exotic organisms dredged from the deep sea than complex human creations.
What We Call the News

Prince Caspian: Good Family Choice
Many of the reviews complain that there's little character development, and while I can see their point, I do think that the expansion of Peter's temptation was a good choice to ramp up the dramatic energy. But Peter was never in any real danger, thanks to Edmund's wisdom, so that moment came and went quickly.
Disneyworld 08 - Day One
Usually I hate turbulence, but I was too tired to care, and I slept through it like Hicks on the drop down to LV-426.
Seton Hill University Redesigns Home Page
The internal pages all seem to be unchanged, so the changes were not radical, but they were welcome.
I have a little quibble with this semi-transparent fold-up menu. The menu itself is a good idea, which lets the designers re-use the artwork created for our print and billboard ad campaigns. Presumably the prospective students and their families are the ones who are most interested in the artwork -- the rest of us have seen it before. So overlaying this menu on some of the space reserved for non-functional artwork is a good decision -- these images and these links will both be of interest to the same visitors.
The blue stripe I've added to the image is a dead zone -- click there, and nothing happens. There's also a dead zone at the end of the line after the text ends. Everywhere else on the page, the whole rectangular block where a menu item lives is an active button, so the different functionality of this menu widget gets a slight usability penalty.
Offer Rich Multimedia Content to Those Who Ask
YouTube - Blender3D Hairy Softbodies
blender.org - Blender 2.46
This version supports a new particle system with hair and fur combing tools, fast and optimal fur rendering, a mesh deformation system for advanced character rigging, cloth simulation, fast Ambient Occlusion, a new Image browser, and that's just the beginning. Check the extensive list of features in the log below... have fun!
Pinback's Top 10 Games of All Time
#6 is devoted to Infocom text adventures:
And the fact is, the classic Infocom games (I have left it to the reader to pick his or her favorite, as there were so many of such a high quality that it is folly to pick one for this list) were just tremendous entertainment, mainly for two reasons:
Reason 1 is their goofy advertising slogan, which said in one way or another with great irony that their games "had the best graphics". Ha ha ha, yeah, had the best graphics, even though they had no graphics. So clever! But goddammit, tell me you have any visual memory of any video game ever as crisp, vivid, and lifelike as standing in that field west of that white house. Because I sure as hell don't. I can recall every inch of the first level of Doom, better than I can my own house, but I still only see it in 320×200 resolution. That white house exists, thoroughly and completely. And that just makes every moment of one of these games so much more real, more compelling than any graphics could muster.
Reason 2 is that finally unlocking that door and entering the hidden room is as satisfying as any experience to be found in any video game ever. It's almost sexual. It was even better back when you knew you'd done it because the floppy disk drive would have to spool up. Just the thought of it is enough to bring on goosebumps.
The site is heavy on the nostalgia, but does a great job describing why the text games worked their way into our memories.
What can you do with texts that are in a digital format? « Digital Scholarship in the Humanities
I've had a longstanding, friendly debate with a colleague about whether it is sufficient to provide page images of books, or whether text should be converted to a machine- and human-readable format such as XML. She argues that converting scanned books to text is expensive and that the primary goal should be to provide access to more material. True, but converting books into a textual format makes them much more accessible, allowing users to search, manipulate, organize, and analyze them. Here's my summary of what you can do with an electronic text. Most of these advantages are pretty obvious, but worth articulating.It's not digital text if it's an image file. It's just an image, that might contain anything at all. Vannevar Bush's Memex was an idea for a text storage-and-retrieval system that worked by storing and linking microfilm images of pages of text, but his vision was purely analog. Page images do provide a certain amount of information, and today it's not too hard to find tools that convert page images to text, but an archival project is incomplete if the digitization process stops at simply supplying images of the the material to be archived.
Anyway, according to the Peach weblog, May 17 or 18 is the date of the release of Blender 2.46.
In the Ebert age of criticism, the Aesthetic of the Hit dominates everything. Behind those panicky articles about critics losing their jobs (what about autoworkers and schoolteachers?), lurks the writers' own fear of falling victim to the same draconian industry rule: Most publishers and editors are only interested in supporting hits in order to reach Hollywood's deep-pocket advertisers. This is what makes traditional criticism seem indefinable and obsolete, leaving web criticism as a ready (but dubious) alternative.
The Internetters who stepped in to fill print publications' void seize a technological opportunity and then confuse it with "democratization"--almost fascistically turning discourse into babble. They don't necessarily bother to learn or think--that's the privilege of graffito-critique. Their proud non-professionalism presumes that other moviegoers want to--or need to--match opinions with other amateurs. That's Kael's "layman" retort made viral. The journalistic buzzword for this water-cooler discourse is "conversation" (as when The Times saluted Ebert's return to newspaper writing as "a chance to pick up on an interrupted conversation"). But today's criticism isn't real conversation; on the Internet it's too solipsistic and autodidactic to be called a heart-to-heart.
ADVENTURE Table-Read
"You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building and down a gully."
Recognize these lines? They're from the opening screen of Will Crowther's ADVENTURE (1975), the first example of the genre known as interactive fiction and arguably our first example of a virtual world (and as such the distant ancestor to places like World of Warcraft and Second Life). There is also an appropriate literary resonance: this path in the forest where the straight way is lost is reminiscent of another great underground epic.
As part of our work on a project funded by the Library of Congress dedicated to Preserving Virtual Worlds (http://www.ndiipp.uiuc.edu/pca/), MITH will be hosting a table-read of the original version of ADVENTURE, recently recovered from backup tapes at Stanford University. We will read through the complete text of the game, and also (geeks that we are) have a look at its FORTRAN source code.
We're inviting anyone with an interest in gaming, interactive fiction, or virtual worlds to join us for an hour or two on Thursday, May 15, at 12:00 noon in our conference room (MITH is located on the basement level of McKeldin Library). Appropriately, we will provide tasty food: pizza. As with all adventures, we're unsure of where this one will end or exactly how we will get there. But there are sure to be breathtaking views along the way. Please RSVP to mgk at umd dot edu if you would like to attend.
Our partners at Slate.com created a seven-minute satirical depiction of the Democratic primary season thus far. It covers Sen. Hillary Clinton's "cackle," Sen. Mike Gravel scowling at the camera, debates, former Sen. John Edwards staying in the race and Sen.Barack Obama in traditional Somali clothes.
The Power of Suggestion
With every step "forward" in any area of human endeavor, something is gained, and with rare exception there is a concomitant loss. I feel this keenly in video game design, as the cutting edge of graphics slices into the future, opening up new and ever hotter arteries of experience for the player, but leaving imagination dead in its wake. Consider an informal visual chronology of computer game graphics:
Left to right, top to bottom: Colossal Cave Adventure (1976), Rogue (1980), Lords of Midnight (1984), Master of Magic (1993), Age of Wonders 2 (2002), Battle for Middle-Earth (2004).
The earliest text adventures used words alone to suggest the game world, allowing the player's imagination to fill in all of the details. Later, the ideogrammatic use of ASCII characters made possible things like the dungeon floorplans of Rogue to be clearly delineated, but that "*" that represented a pile of gold was still something to conjure with. With each step in the progression from limited-palette, low-resolution graphics to high-res 3D models and particle effects -- with each step toward a more photorealistic rendering of the game environment -- the player has to do that much less creative work, that much less imaginative interaction.
I'm not saying it's necessarily a bad progression. The trade-off is that we get games that are more immediately, actively immersive, as opposed to ones in which we have to work to immerse ourselves. Something is lost, but something else is certainly gained. Even as better and better graphics technology is erasing the need for an active imagination in playing video games, increasingly sophisticated game design has made possible a range of consequential (as opposed to imaginative) interactivity that is unparalleled in any other medium. Plus, I'd hazard that most people who play video games don't want to use their imaginations -- they just want a fun ride¹. The more bells and whistles the better.
Each of us probably have our own sweet spot between abstraction and representation, a point where our imagination is fired up by the power of suggestion, but would be extinguished by too much more information.
Top News - Blogging helps encourage teen writing
For most media outlets that reported on an important new survey measuring the impact of technology on teens' writing skills, the big news from the survey was that emoticons and text-messaging abbreviations are creeping into students' formal writing assignments. :-(
Buried beneath the alarm of writing "purists," however, was a promising finding with equally important implications for schools: Blogging is helping many teens become more prolific writers.
FYI: Orson Scott Card Slams J. K. Rowling
The author of the Ender series has some choice words about the author of the Harry Potter series. Note that he's not actually accusing her of stealing his ideas, he's just pointing out how ridiculous he feels her claims are.
Just as movies began as novelties shown before "real" entertainment, or as nickel entertainments in amusement arcades, well, that describes the early days of gaming as well. Movies went from Train Arriving at a Station to The Great Train Robbery in twelve years and from the 15-minute Great Train Robbery to the maximum-opus Birth of a Nation in seven. Gaming started with Pong and Pac-Man in the 70s and got to Doom in the 90s, then Half-Life a mere four years later. If Half-Life is the Birth of a Nation, that means that the Gone With the Wind of gaming is still in our future, and the Godfather of gaming as well.
To launch next year as a massively multiplayer online game, or MMOG to those in the gaming community, Lego Universe will let players create online versions of themselves and interact with each other.Thanks for the suggestion, Rosemary.
Spoof of Get Lamp Trailer
I'm mocked in this, if that's any incentive to anyone...

