Games: June 2008 Archive Page

Look who's up there with Ada Lovelace and Grace Hopper:

Famous women programmers are Adele Goldberg, who worked at Xerox PARC laboratory and wrote a number of SmallTalk books, Grace Hopper, a pioneer in the field who wrote the first compiler, Ada Lovelace, credited as being the first programmer, Emily Short, who played a major role in the development of the interactive fiction development system Inform 7, and Pamela Crossely, creator of SIMPLE for academic management of web pages and related Unicode-capable applications for teaching and research. (grok-code.com)

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30 Jun 2008

Immune Attack

Federation of American Scientists (FAS) makes a First-Person Shooter (FPS). Whoever wrote the description of the game won't get a job at PC Gamer anytime soon, but the game itself looks interesting.
Players navigate a nanobot through a 3D environment of blood vessels and connective tissue in an attempt to save an ailing patient by retraining her non-functional immune cells. Along the way, students learn about the biological processes that enable macrophages and neutrophils - white blood cells - to detect and fight infections. A database of immunology facts is also included.
ImmuneAttack.png

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The Chronicle Review ponders the effects of Grand Theft Auto IV:

You need to be honest with yourself. Go outside and find a locked car -- or go to the back alley where missile launchers hover in a glowing light waiting for you to pick them up, or go drive down that street in your town where all the strippers hang out waiting for you to pick them up -- and see if you're tempted.

But not just tempted. Not just amused or excited by the possibility of becoming a dark hero of the criminal underworld. You need to determine if you're actually willing and able to act on those temptations. You need to determine whether it's possible for you to change from whoever you were into someone completely different, someone who no longer recognizes the conditions and regulations of a society that, until you played the video game, were all you knew and believed in. That is, you need to find out just how stupid you really are.

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Scott Sharkey:
Often called a dead genre, interactive fiction continues to flourish long after reaching the end of its commercial lifespan. In the decades since whiz-bang graphics drew away the attention of the masses, hundreds of games have continued to evolve the genre -- to the point where it can be a little intimidating to approach cold. If you've never experienced interactive fiction, or haven't returned to it since its commercial decline, maybe we can offer a little direction. Here are five of our favorite titles from the last decade to ease you into things.
His picks: Lost Pig, Ecdysis, Takes of the Traveling Swordsman, Galatea, and Photopia.
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Because I'm unfamiliar with the poster paper genre, my own textual bias made me want to read all the text on the poster before I was ready to listen to the presenter's explanation.   A couple times I had to tell the eager presenter to give me a minute to take in all the information before they started talking.

One poster I had no trouble understanding at a glance was Charlie Hargood's poster on his narrative generation project. Themes, motifs, connotation, denotation -- this is familiar language about storytelling, presenting in the context of a model for generating rich narrative.

At yesterday's workshop, Chris Crawford dismissed the idea that an interactive narrative should be judged on anything other than its interactive depth; if you want literary richness, then read a book.   I would have like to hear Chris and Charlie discuss their differing approaches to the same problem. (Charlie says he was attending a different workshop yesterday.)

The core I took away from Charlie's presentation (which is a proposed model, rather than a working demo or a finished product), was his term "natom" for "narrative atom." In the past I have referred to the interactivity of a text-adventure game as a more-finely grained than a Choose-Your-Own-Adventure novel, and "natom" is a wonderfully evocative term for each individual grain.  Charlie's model includes tagging each "natom" according to its "features," using the tagged features to denote "motifs," and presenting "themes" as connoted by these "motifs" (as well as by other themes).

Since my approach to interactive narrative is so thoroughly colored by my knowledge of interactive fiction, I couldn't help but point Charlie to the "recipe book" that's part of the Inform 7 design environment. That recipe book includes about 200 examples, most of which were written by Emily Short, that present the code for such concepts as "a person who can be in love with exactly one other person at a time" or "a telephone that lets people talk to and hear characters in distant rooms."  The IF community has done a lot of tagging and sorting of the corpus of IF works, and I wonder if IF would be a good testing ground for his world-building model. Can his model accurately represent the kinds of stories IF authors have generated?

At any rate, I gave Charlie some pointers for learning about the theoretical and critical output of the IF community.
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Chris Crawford has been working on Storytron for 16 years. The computer gaming industry was not intersted in or able to solve the problem of interactive storytelling. Left the gaming industry to solve that problem on his own. Has been explaining Storytron for 10 years, says that during that time he has "failed miserably." 

About 2-3 months ago, someone said "The problem with your technology is that it's revolutionary," in the sense that it's too much change coming too fast, requiring conceptual leaps that people can't handle.

The major leaps Chris had to go through: "People, not Things!"  Entertainment or art should be about human beings, not about guns or monsters or ammo or food or spatial reasoning or puzzles. 

Chris: "Games are cold and heartless because they don't have any people in them."

Game people all accepted the notion that people are a good idea, but they don't embrace it -- making the same old games with characters that you didn't interact with in a meaningful way.  Games now "don't have any story, any really compelling content to them -- they're just things."

2nd: (Chris says this will be harder for the hypertext audience to grasp.) The primacy of interactivity in the computer medium.  Interactivity is to computers as cinematicness is to movies -- it is the essence of the medium.   You can use a computer as a slide projector, phone, movie making -- but the one strength that computers have is interactivity -- the prime asset of the medium. 

Mark B: Why would this crowd have a hard time grasping that?  What's the anticipated straw man?

Resposnse to Mark M:  Interactivity is a meaningful choice for the player, achived by processing by the computer.

3rd: Forget plot. Plot does not belong in interactive applications.

Plot in interactive media is like talking about color and shadow in poetry.  Plot is a standard that simply doesn't apply in an interactive environment... plot = the player's actions don't matter. Plot -- pre-defined plan for the events that will take place.  (Metaplot is an advance notion of the general themes you intend to explore... that can be done interactively.)

Theoretically, an interactive environment should permit any action that's dramatically consistent with the author's goals.

Crawford's First Law of Software Design: Always ask "What does the user DO?" (Not what he user sees, hears, etc.)  The choices are expressed as verbs.

List "Here are the verbs I want the user to execute."  Demonstrated that with just a few verbs, you can identify the piece of software.  Software is defined by its verbs.

Next Leap: Linguistic User Interface (LUI)

Interacting with a computer is talking to the computer.    [Is "giving orders" really "talking"?  Is it necessary to translate an already metaphor-laden action such as dragging an item to the trash can into words? "Make friends with Betsy" -- an example Chris used - is powerful language, but we communicate through gestures, proximity, eye contact... we communicate subconsciously in many ways that lose quote a bit when we translate it to language.]

Language is the protocol that people use.

Linguist -- Sapir-Wharf hypothesis.  Language and the perceptual reality of the speaker are closely locked together. Language mirrors reality as perceived by the speaker.  Language is hard to put into a computer... you can't put reality in a computer therefore you can't put language inside a computer.

Every artist is creating a tiny universe... storyteller creates a little dramatic universe that contains only the appropriate level of detal. Create a "toy universe" and a "toy language" to go along with it.  The universe and language are a single task -- you can't create one without the other.

Next idea: Inverse Parser

The words they require are hidden.  Only show the user the options that are appropriate to the particular moment. Build a sentence, word by word, setting a goal.  You're not the supplicant any more -- "Please accept my text!"  Instead the computer does the work so that it only shows you the relevant choices.

"The computer does all the work, not the user. That's the way it's supposed to be!" [Hm... well, in certain cases, yes, but that would pretty much kill the whole concept of the riddle. CF the chess example in The Garden of Forking Paths.]

Storytelling is best done by storytellers, not programmers. 

Raises a gigantic problem... storytelling is algorithm-driven.  Interactivity is about thinking how to respond.  The computer is supposed to come up with an interesting reaction to user input.
Gives the example of a refrigerator door -- the light goes on when you open the door.  Keeping a given reader interested requires computation, requires the language of mathematics.  And storytellers are not particularly mathematically, nor are they very technical.  We don't need millions of storytellers to do this, we just need a few dozen to get started.

Make the tool eaiser.

Chris -- getting the storytelling part working was easy... that was 4 out of the 16 years.  The rest of the time has meant making the tool easier for the non-technical person.

Demonstrated the script describing the inclination of the actor to accept a proposed deal.

Last example -- "Bounded Numbers" -- Bounded numbers, between +1 and -1.  You can never get a number outside that range.  All manipulation just push the variable between those ranges.  Gave the scenario of your brother has been bullied... how do you compare your confidence in your strength, and your love for your brother.  Every value gets a bell curve, based on average.  Arithmetic is a lot easier for the non-technical person if all values are based on a scale with 0 as average, 1 the most possible, -1 the least possible.

To do anything with all this you have to embrace all these concepts, which stops many people from using the technology.

The Storytron "Grand Opening" is July 15.  In 20 years, will be paving a parking lot over Electronic Arts.

Why can't programmers tell stories?  Steeped in a style of thinking that is inimical to storytelling... it takes an exceptional programmer to cross the line. and vice-versa.

The conceptual difference is not a personality thing. The games industry has not embraced the humanistic elements of storytelling.  "They do great Potemkin Village characters."

Chris says there has never been a character in a game that you can have a meaningful emotional relationship with. (Emily Short briefly reacted to Chris's dismissal of the death of Floyd in Planetfall.)

When gamers are "in the zone" -- they've cut off the frontal cortex, so that kind of gameplay is "untouched by human neurons" because the cognitive part of their brain is cut out of the cycle.

Dene noted that being "in the zone" happens in sports as well... you block some of the data from the outside, but can still be very physically active.  Being in the zone is more complex than Chris described it.  Dene offers "immersion" as the key between trivial an non-trivial activities.  Dene notes that what counts as trivial and non-trivial for kids is different from adults.

Chris says that your body has a natural correction system that kicks in when you are in the zone.  "There's always death as a feedback mechanism."

Chris feels the gaming culture will be seen as kiddy entertainment like Disney.

Mark M -- can you make the grains of output larger?  Invoked Noah Wardip Fruin's Talespin effect -- the software does robust processing, but the output is harder to appreciate as a completed work of art.

Crawford noted that cinema's first frame of reference was the theater... static camera where the audience would sit.  It took a revolution to realize that cinema does things differently.

I suggested that the granuarity of Storytron would fill the space of a cell phone or IM.

Mark B -- invoked Roger Schank's work on storytelling. Is Crawford reviving Schank? (Chris distanced hisself from Schank, saying he looked at his work long ago then set aside and went off on his own.)

Mark M -- you can make ELIZA interesting by plaing around with ELIZA.  There are "bad examples of ELIZA."   Mark sees the data going in and the data going out.  Once you start playing with the grains coming out, and what they look like, you start addressing its literary flavor.

Chris: "Why do I want more literary flavor?"

Mark M: "That's what I want."

Chris: "Then write a book!"

Chris -- expecting a literary output is dismissing the primacy of ineraction.  The level of interaction is where the richness.  The visual and literary part aren't expected to be rich. The medium has zero literary value, positive intearctive value.

Mark B: Asked Chris -- I've got this character the reader is supposed to love... how do you make the character lovable. 

Chris: Make her lovable in what she does, not what she looks like.  Make her interested in who the protagnist is.  The character should be empathetic, she will inquire, respond to the player's statements.  Chris notes that the core point is on the mark -- we don't know how we'll be able to come up with algorithms to define interactive stories.

Chris -- the best people for the new technology are "young, angry failures."  The established writer has no need to seek an outlet in a new medium.  "That's how I think we'll find our best story builders. Losers."

In responset to my question, Chris said that he spent about a half hour with Emily Short's Galatea and found it "interesting." I noted that in terms of meaningful interaction with a virtural character, the interactive fiction community considers it to be the mark to beat.
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GamePlasma.com broke a story about a new adventure game, Limbo of the Lost, which uses digital assets from the RPG Oblivion. (There are plenty of screenshots in the article.)

Eric was recently assigned a game developed by Majestic Studios titled "Limbo of the Lost." At first glance, this game appears to be your typical point and click adventure again. This time, however, something seemed oddly familiar to him. Eric, being the avid PC gamer that he is, noticed that there were some similiarties between Limbo of the Lost and The Elder Scrolls: Oblivion.

The first example of this can be seen in the screenshots from Oblivion and Limbo of the Lost below. Notice how everything is placed in exactly the same place and almost all of the textures are identical. In fact, the only real difference is the quality of the texture and overall graphical look. Even the portrait that can be seen under the stairs is exactly the same as the one that can be found in Oblivion. Also, take note of the placement of the rug in the middle of the floor and the placement of the stairways. These similarities lead to many questions. How rampant are situations like this in games that fall under the radar of the typical gaming crowd?

Now, it's possible that Limbo of the Lost purchased the rights to re-use the art and 3D models, but Oblivion isn't the only game the creators of Limbo of the Lost have borrowed from.
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Wired examines a side-effect of the long-awaited life-creation game Spore:
Role-playing games have trained millions of gamers in highly complex resource and inventory control. Basically, they've made screwing around with databases fun. Or think about conducting a big raid in World of Warcraft, where you need to deploy virtual team-management skills and diplomacy worthy of the Cuban missile crisis. Previously, this was the concern of only very high-level employees at multinational corporations -- but now 13-year-old kids are doing it.

Wright is the undisputed reigning master of creating games that contain subterfuge training. Ever wonder how The Sims became the world's top-selling game of all time? It's not because people actually play it. Most longtime Sims fans quickly tire of creating families.

No, what hard-core fans love is The Sims' elegant "house-design" engine -- which they use to painstakingly craft sprawling, monster homes, customized to the level of individual tile patterns they hand-draw in cracked versions of Photoshop. The Sims isn't a game: It's the world's most popular architectural CAD package.

Now Spore is going to do the same thing to the world of 3-D characters and the sort of work regularly produced by Pixar.

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IMG_5007.JPGAt night, no one can hear you do a happy dance.

And I must stifle my victory whoops, so as not to wake up the rest of the family.  But I can still pronounce my geeky successes through my blog. A computer that was dead lives again.

I don't usually do hardware.

But last weekend, I invited a boy from another homeschool family over to help pull apart an old PC that the previous owner of my house left in the garage. As fate would have it, one of my computers had a hard drive failure around the same time. Not a spectacular crash, just a steady degradation of performance that finally made thing unusable. 

So it seems only fitting that I should start this weekend resurrecting a broken PC. (Hence the geeky joy.)
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An excerpt from the book Grand Theft Childhood, which is being marketed as a message to parents that video games aren't the problem. As one of several supporting points, the artists argue in the following passage that it's not videogames that teach teenagers to think of the world as a place where violence and fear are normal:

Parents don't generally think about news as harmful to children, or that children even watch news programs. But surveys show that children and teens watch TV news regularly; sometimes, they just happen to be in the room when an adult turns the news on.  A child who sees a lot of violence on television, whether it's Law & Order reruns or news programs, is more likely to see the world as a scary place with lurking dangers far out of proportion to reality. But realistic depictions of violence, such as those on the news, are thought to be more likely to scare or desensitize children. As one child told us, "In video games, you know it's fake."

Given that older children and teens believe that news represents reality, and that TV news programs increasingly show graphic or sensationalized violence, there is a real risk of harm. Parents can help by keeping track of their kids' exposure to TV news, and helping them put it into context--for example, that stories get on the news because they are rare, and that events on the news--whether it's losing your house to a tornado or winning the lottery--are not likely to happen to them.

Research on television coverage of war shows that children of different ages are upset by different aspects, with younger ones more bothered by the visual images and teens by the complex issues, such as morality and justice, that are raised by news events.

In the business of journalism, there's a saying -- "If it bleeds, it leads."  That's a somewhat cynical recognition of the attention that people play to unusual things -- car crashes, school shootings, and plane wrecks. And visuals -- such as security camera footage, a chase seen through a police officer's dashboard camera, a journalist clinging to a telephone pole as a hurricane blows in from the ocean -- make good TV, because the images speak to our emotions.

TV is all about making an emotional connection with the viewer, but it's so one-sided.

Is too much weather bad for our children?  Coming up, we'll have a LIVE report from our own Slick Goodhair, who is outside, facing the weather, so that you can stay safe in your homes. He'll tell you the three simple ways you can save your family from the effects of too much weather. We'll also have a preview of a made-for-TV movie about a family that didn't trust their local TV journalists enough, went out into the weather completely unprepared, AND DIED! But first, these messages from our sponsors, who also don't want you to die. Have we mentioned lately that the internet is scary, that TV and movie stars are your only true friends, and that because we love you so much, and you've been so obedient good to us, we'll show you footage of adorable puppies!  Tonight! Live footage of yellow police tape at a completely deserted site where some event ended 12 hours ago!  Anchors infusing even the most routine story with tension and drama! Verbs disappearing from TV newscasts!  Present participles taking their place! Grammarians continuing to investigate!
Okay, I'm exaggerating. Television projects a distorted image of the world, in which the only thing that matters is being on TV... but there's a significant sliver of good, in that today's young people who watch The Daily Show or the Colbert Report, are at least familiar with comic riffs on the news.  And they can post their own opinions on blogs or on YouTube.

Now, much of this self-published material is dreck, but I'd rather my students create drek -- and learn from the process -- than passively absorb only what the media elite decide is worthy of attention.

I watch less and less TV these days, and more and more YouTube.  Of course, much of the content of YouTube is excerpts of footage from TV shows, or DVDs... when I heard the news that Harvey Korman had died, it was great to view some of my favorite clips of his performances on the Carol Burnett show and Blazing Saddles. The availability of archival material on YouTube let me put together my own retrospective clips show, drawing from material that fans of Harvey Korman had already decided to post online.  Composing my own personal playlist is an exercise in interpreting, evaluating, and re-contextualizing material that was created for a business model that favors linear distribution and passive consumption.

George Lucas, who recognized how much Star Wars fans wanted to participate in the universe he created, organized a short film contest.  Joe Straczynski, creator of Babylon 5, posted on the internet every step of his creative journey towards building a science fiction series that played a huge part in revolutionizing the way science fiction stories are told. Now, practically every SF series works each individual episodes into a season-long arc, giving hints and planting clues that online fan clubs dissect and argue about. Of course, the soap operas have been doing this for decades. And even Paramount Pictures, which has a reputation for not being nearly as welcoming of fan interest in Star Trek, has in recent years given the OK for fan-produced amateur shows (some of them even involving the orignial actors).  I'm far more interested in what online communities do with TV than in the TV itself. 

Gonzalo Frasca touched on a crucial difference between video games and linear drama when he pointed out "Hamlet's dilemma would be irrelevant in a videogame, simply because he would be able 'to be' and 'not to be'" ("Ephemeral Games")  The creators of Peacemaker took useful advantage of this feature of the medium, encouraging players to role-play the leadership decision of both Israel and Palestine, in order to explore the depths of a complex and multifaceted environment. 

In games in general, I really appreciate that illusion of player agency -- when I know the PC so well that I willingly choose options that I might not necessarily choose myself, but which I know are likely to advance the story in a direction that supports the goals of my PC.

But I'm really blogging all this in order to point out how important it is to cast your net widely when you do research.

The prevalence of TV, and the prominence of TV journalism in the construction of a network's public identity has also burned into my memory some events that would have had little impact on my life if I hadn't happened to be watching them on TV, such as the US Federal assault on the Branch Davidian compound, the OJ Simpson verdict. And whenever I'm back in the Washington D.C. area and catch some of the local news, I'm reminded of how easy it is to tire of hearing about yet another drug-related shooting, yet another protest on the Mall, and yet another example of incompetence or scandal in the D.C. local government.

But my criticism of shallow local TV news shouldn't be extended to the international gravitas associated with the power of TV to provide an emotional message that unites.  I'm thinking of the American coverage of the JFK assassination and funeral, the Apollo 11 moon landing (my mother took a photo of the TV set, and I grew up looking at it in my photo album) and my own memory of watching the launch of the first space shuttle, scuds being fired in the first Gulf War, and footage of the World Trade Center's demise.  Someone has to be out there covering routine events, filling the airwaves with something or other in between the momentous occasions that make TV journalism really shine, and the reporters who can manage to tell a good story while also maintaining their credibility as journalists have my respect and admiration.

I haven't read Grand Theft Childhood yet, and I'm not confident that a few isolated quotes are sufficient to counter the findings of researchers who identified correlations between playing violent games and increased displays of aggression. I welcome the introduction into the memestream a popular discussion of videogames that challenges assumptions that I often see perpetuated in TV journalism.  Yet I note with some distress that the book is so usefully organized to supply "So there!" soundbites to defenders of videogames.
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The UK Guardian offers this great interview with interactive fiction author and theorist Emily Short.
I think the renaissance happened about 15 years ago, during the mid-90s, when much better design systems for IF were suddenly available and a community coalesced devoted to writing IF seriously, if non-commercially. There's been plenty of development since then: lots of new techniques and new ideas about how to tell a good story, how to write a good puzzle, how to maximize enjoyment and minimize the un-fun kinds of frustration. But from the perspective of people inside the hobby, right now is not the beginning or even a rebirth.

I do see IF getting a little bit more attention from the outside world, from people who haven't been following it this whole time. I think that's largely because growing attention to independent gaming as a whole. The past couple of years have seen a huge growth in the number of websites devoted to following games not produced by a big studio, and that means that there are new ways to get attention for IF. It also means a change in prejudices. There are now more people who are willing to look at and try a new game format even if it doesn't come from a commercial studio.

There's also a growing concern within the gaming industry (as far as I can observe it) about how conventional game design is not producing enough good stories, enough strong characters, enough innovation. So there's more interest in turning to indie and hobbyist communities to see what we've been doing and whether there's any valuable technique here that would be applicable on a larger scale. I like to think that we do, in fact, have something to offer.
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This page is a archive of entries in the Games category from June 2008.

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