Recently in the Games Category
New Study Shows Time Spent Online Important for Teen Development
"It might surprise parents to learn that it is not a waste of time for their teens to hang out online," said Mizuko Ito, University of California, Irvine researcher and the report's lead author. "There are myths about kids spending time online - that it is dangerous or making them lazy. But we found that spending time online is essential for young people to pick up the social and technical skills they need to be competent citizens in the digital age." -- MacArthur FoundationSome details:
I'm already aware of much of this. Knowing that students would rather learn from peers, I've added more group work, and I've added a requirement that students in my advance media classes publish a screencast about their final project to YouTube. In future classes, I'll have students review those videos as part of their research process.The researchers identified two distinctive categories of teen engagement with digital media: friendship-driven and interest-driven. While friendship-driven participation centered on "hanging out" with existing friends, interest-driven participation involved accessing online information and communities that may not be present in the local peer group.
Significant findings include -
- There is a generation gap in how youth and adults view the value of online activity.
- Adults tend to be in the dark about what youth are doing online, and often view online activity as risky or an unproductive distraction.
- Youth understand the social value of online activity and are generally highly motivated to participate.
- Youth are navigating complex social and technical worlds by participating online.
- Young people are learning basic social and technical skills that they need to fully participate in contemporary society.
- The social worlds that youth are negotiating have new kinds of dynamics, as online socializing is permanent, public, involves managing elaborate networks of friends and acquaintances, and is always on.
- Young people are motivated to learn from their peers online.
- The Internet provides new kinds of public spaces for youth to interact and receive feedback from one another.
- Young people respect each other's authority online and are more motivated to learn from each other than from adults.
- Most youth are not taking full advantage of the learning opportunities of the Internet.
- Most youth use the Internet socially, but other learning opportunities exist.
- Youth can connect with people in different locations and of different ages who share their interests, making it possible to pursue interests that might not be popular or valued with their local peer groups.
- "Geeked-out" learning opportunities are abundant - subjects like astronomy, creative writing, and foreign languages.
My younger students (in the entry-level class) are generally much more excited about new media than the upper-level students (some of whom either barely tolerate or openly loathe the "new media" component of the "new media journlaism" program). I've got to watch my lower-level students closely, so that I can adapt the upper-level classes to their strengths, and keep that process going throughout the major. That means I'm probably going to have to introduce more experimentaton in the lower-level classes, since I've got to cast a wider net to find out which techniques are the most productive.
Students as Game Creators
Young people around the world are learning, in their pre-teen years, to use tools like Game Maker, Click & Play, Stagecast Creator and others to build simple games. As they move into their teens and twenties kids learn to master and use Flash, modding tools, and even sophisticated tools like C++, game engines and graphics tools to create the complex, sophisticated games they imagine and design. Many of these students go on to enroll in college and graduate school game design and construction courses and majors, creating, while in school, games at, or very close to, professional levels.
But can students design and build successful educational games? The answer appears to be yes, as well, especially under the right conditions. And that is very good news for our schools and our learners. Because the next generation of educational games - the games that will truly engage and teach students - is likely to come from the minds of other students, rather than from their teachers. -- Marc Prensky (PDF)
I'm surprised not to see a reference to MIT's Scratch. Otherwise, a very good article.
Scanning Infocom (GET LAMP weblog)
As part of the GET LAMP project, I've been collecting artifacts and images throughout the commercial heydays of text adventures, and nobody got bigger than Infocom in the early 1980s. And Steve was one of the big designers at Infocom, creating or co-creating some of the most lasting games in the genre: Planetfall, Sorcerer, Hitchhiker's Guide to the Galaxy, A Mind Forever Voyaging, Leather Goddesses of Phobos, Stationfall... and then went on after Infocom to make many other classics as well. He is a towering figure in the games industry, recognized as one of the greats, among other designers who have produced one-tenth his output. But beyond his place in the history of text adventures, he's also acutely aware of the history of text adventures, and the process, and the trends of a gaming industry.
Text-Based Computer Game Features Graduate Student as Main Character
It's noon and you've still got 1,000 words to type. That might not seem like much, but it's been months since you've last worked on your dissertation and distractions are plentiful. To make matters worse, your girlfriend, Violet, says she's out the door and flying back to Australia if you don't finish the paper by the end of the day.
What's your next move?
This is the premise for Violet, a text-based computer game in which a graduate student is the main character. As the student, you must fight through countless distractions and solve a number of puzzles to finish the paper in time to save your relationship. The story is told by Violet, who allows you to examine objects in your office and ask for hints.
Created by Jeremy Freese, a professor of sociology at Northwestern University, Violet recently won the 14th annual Interactive Fiction Competition.
Postcards from the Road
[G]ames are inherently about exploration, in the abstract sense of discovering strategies and options, seeing how rules interact and so on. And yes, you can summon screenshots of Warhammer halls bigger than the Taj Mahal, or mountain vistas in Lord of the Rings Onlinethe Other: societies wholly different from mine, cultures built on assumptions so divergent from my own that I hadn't realized they were assumptions.The latest issue of The Escapist
This, for me, is why playing MMOGs doesn't feel like travel. They offer too little of the Other.(Allen Varney, The Escapist)
Games Without Frontiers: Victory in Vomit
When you run, you see your hands pumping up and down in front of you. When you jump, your feet briefly jut up into eyeshot -- precisely as they do when you're vaulting over a hurdle in real life. And when you tuck down into a somersault, you're looking at your thighs as the world spins around you.
What's more, the Mirror's Edge world feels tactile and graspable. Because the game is designed around the concept of parkour, or moving through obstacles, most times when you see something that looks like you could jump on it, you can. The gameplay requires it.
The upshot is that these small, subtle visual cues have one big and potent side effect: They trigger your sense of proprioception. It's why you feel so much more "inside" the avatar here than in any other first-person game. And it explains, I think, why Mirror's Edge is so curiously likely to produce motion sickness. The game is not merely graphically realistic; it's neurologically realistic.
This will be an interesting update for all the dissertation chapters that have already been written on Lara Croft's virtual body.
Violet: Winner of Interactive Fiction Competition 2008
The votes have been tabulated, and we have our winners! Congratulations to the top three games, Violet, Nightfall, and Everybody Dies, as well as to all authors for entering. And a big note of thanks to everyone who judged the games. The full results are available below. (IF Comp 08)See the results page.
They Don't Know They're Learning Math
This evening, I came down to the study where my kids were playing Lego Indiana Jones for the umpteenth time, and without any fuss, started playing Bloxorz on the laptop.
Within thirty seconds, my six-year-old daughter was begging to play it. Within two minutes, my ten-year-old son wanted to play, so we fired up another computer for him. I taught my daughter a few moves, which she then taught to her brother.
Now they are alternating turns (with some fussing and complaining, but no more than usual.)
Carolyn (glaring at me) "Daddy, are you done blogging? Now, daddy? Now? Daddy! You said you'd let me play Bloxorz on your laptop! (Singing a song) Now, now now... now, now now.... now now now?"
Why A Game Designer Outgrew Video Games
So what exactly are the barriers of entry for great thinkers (or groups of thinkers) to leave their mark on games? What must happen for games -- or interactive entertainment, if you will, to mature as a medium?
While no one knows the answer to this question, many people (and companies) have stepped up to the plate to attempt to bring games to the next level. The Nintendo Wii has been a monumental development in the games industry, not because of its innovative technology, not because is has helped get people off of the couch, but because of the way it has changed the audience.
My mother, who claimed she could never play games, frequently plays Wii bowling with my aunt. A substantial amount of Wii owners claim that it is their first video game console. This means that, by taking away the buttons that confounded my mother and replacing them with movement-based controls, Nintendo has opened up the possibility that games could be for people other than kids. -- Brice Morrison, Gamasutra
The Unfinished Swan
The FPP -- first-person painter! I wish the creator hadn't chosen to go eerie with the mood, that seems like cheating a little... it's so easy to go scary. Still, it's beautiful And it's an XNA-developed title. Interesting.
The Unfinished Swan - Tech Demo 9/2008 from Ian Dallas on Vimeo.
Woman in jail over virtual murder
Police say she illegally accessed log-in details of the man playing her husband, and killed off his character.Thanks for the link, Robert.
The woman, a piano teacher, is in jail in Sapporo waiting to learn if she faces charges of illegally accessing a computer and manipulating data. (BBC)
Majoring in video games
Game design has helped rekindle interest in computer science and become a hot new major at more than 200 schools across the country, according to the Entertainment Software Assn., a trade group. Because making games crosses several disciplines, the diversity of programs that offer such courses is staggering: Fine arts colleges, engineering schools, film schools, music schools and even drama programs are sending graduates into the fast-growing industry.
"Some programs throw a drama guy together with a programming guy to see what they come up with," said Bing Gordon, a venture capitalist and former chief creative officer for industry powerhouse Electronic Arts Inc. "Games is the ultimate interdisciplinary art." (Alex Pham, LA Times)
Stay on Target: Real Life Tron on an Apple IIgs
[...]
"Both the AI and the humans had three missiles they could use during the course of the game. When a missile hit a wall, it would create a mini 'explosion' that would erase the color on the background back to black as it faded out - thereby eliminating sections of the trail left by previous cycles."
Soon we had players and computers firing missiles to shoot their way out of tight situations. Nonetheless, Tron purists may scoff, since the movie programs didn't have such luxuries as missiles to get them out of a bind.
[...]
One day, when Marco and I were playing against two computer opponents, we forced one of the AI cycles to trap itself between its own walls and the bottom game border. Sensing an impending crash, it fired a missile, just like it always did whenever it was trapped. But this time was different - instead of firing at another trail, it fired at the game border, which looked like any other light cycle trail as far as the computer was concerned. The missile impacted with the border, leaving a cycle-sized hole, and the computer promptly took the exit and left the main playing field. Puzzled, we watched as the cycle drove through the scoring display at the bottom of the screen. It easily avoided the score digits and then drove off the screen altogether.
Shortly after, the system crashed.
Our minds reeled as we tried to understand what we had just seen. The computer had found a way to get out of the game. When a cycle left the game screen, it escaped into computer memory - just like in the movie.
Our jaws dropped when we realized what had happened. (Real Life Tron on an Apple IIgs)
Posted by Stephen Totilo on 10/8/08 at 12:00 pm."Lost" creator J.J. Abrams may not have have felt like explaining the smoke monster to MTV News movies reporter Josh Horowitz during an interview taped a few feet from my desk last week. But he both offered to adopt Horowitz and answered one question about his interest in making video games.
What kind of games would Abrams like to make? "Zork"-style text-adventures.
Job Opening: Interactive & Assistive Technology Specialist at Seton Hill University [ISTE Career Center]
In helping to write the job notice, I drafted the "you-attitude" paragraphs, with the references to Bioshock and lolcats.
Our grant will fund the creation of a new instructional technology center, and we're motivated to put our resources to good use. Which is where you come in.You love talking to people about technology. You have experience encouraging interactive exchanges between students and professor, students and their peers, and students and technology. You can help us eliminate the "sage on the stage" instructional model, and implement the "guide on the side" via multiple teaching points established around the room. You have the technical skills to maintain the latest in PCs/Macs, projection equipment, cameras, video iPods, text-to-speech scanning pens, and assistive technology of many kinds. You have the creativity and the people skills necessary to help us put our resources to good use, as Seton Hill continues to expand its learning environment as part of a globally networked virtual classroom.
You are also sufficiently well-versed in digital culture to maintain and promote the site as a collaborative learning center and recreational gaming lounge, when not needed for classes. (It's a tough job, but hey, someone's got to make sure Bioshock runs on the huge projection screen; u can has lolz!)
The search is currently open and will continue until the successful candidate is identified. (See the full job notice.)
Tell Me What Art Is, and I'll Tell You What Games Are
That's the story that's been set up for the player to experience, and he travels along that path like a tourist on a Disneyland ride. However much choice the player seems to have in between these story checkpoints, the overall path of the game is geometrically equivalent to those of film or theater or books. We choose to ignore the fundamental quality that makes games different and so compelling-- their interactivity.
The other approach is to "open up" Moby Dick, to allow the player real, significant choices in the course of events and their outcomes. In this configuration, an especially skillful player might be so good at the game that he does indeed catch and kill Moby Dick, triumphantly achieving Captain Ahab's revenge-- and along with it, destroying the whole point of Melville's story. Allowing such an alternate ending robs the work of its power; the story of Moby Dick is engaging precisely because Captain Ahab cannot find extra lives, rewind time or load an old save for a second chance, and the story of his obsession and undoing is fixed over time, a static sculpture in four dimensions.
The issue of these changeable outcomes is what the critic Roger Ebert infamously identified as the central problem with games-as-art, and despite the emotional flurries and dismissive grumblings from the gaming community, it is actually a good point without a clear answer. If Melville had so much as allowed for any possibility at all where Captain Ahab "wins," no matter how remote, the work's message and its interpretation of the world completely changes. Instead of destiny and fate, we would now speak of probability and chance. Work hard enough, get lucky enough, and anything is possible -- Matthew Wasteland, GameSetWatch
But doubtful teachers and literacy experts question how effective it is to use an overwhelmingly visual medium to connect youngsters to the written word. They suggest that while a handful of players might be motivated to pick up a book, many more will skip the text and go straight to the game. Others suggest that video games detract from the experience of being wholly immersed in a book.
Some researchers, though, say that even when children don't read much text, they are picking up skills that can help them thrive in a visually oriented digital world. And some educational experts suggest that video games still stimulate reading in blogs and strategy guides for players.
To be sure, some of the experiments pairing electronic games with books will be little more than marketing gimmicks. But publishers and authors suggest that some projects may push creative boundaries, helping to extend storytelling beyond the traditional covers of a book. (Motoko Rich, NYT)
Interactive Fiction Competition 2008
Teens, Video Games and Civics
Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories.
Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.
Jack Thompson Disbarred
Is it finally game over for Florida lawyer and violent video game opponent Jack Thompson? Judgment has been entered in the case that started last year and came to a head when Judge Dava Tunis recommended permanent disbarment for the bombastic, showboating law man. The court has approved the report and has ordered that JT is officially disbarred as of 30 days from today.
In Tough Economic Times, Video Games Console
During the Great Depression, Americans flocked to the movies to escape the harsh realities of their daily lives. As the stock market tumbled and loved ones went off to war, Americans disappeared into dark theaters, where Shirley Temple sang and tap danced her way into their heavy hearts.Now, as the nation faces arguably the worst financial crisis since the Depression, video games may be playing the role movies once filled in hard economic times. (NPR)
Introducing Kids to Role-playing
Each night, after my daughter has finished the tooth-brushing and prayer-saying, in total darkness I try to advance the plot for about ten minutes, then give the kids some "interactive time," where they role-play various characters.
Tonight, Captain Rod Gearhart, having been prodded by his older brother, the banking tycooon Maximillian Gearhart, finally decided he will declare his love for Miss de Meaner, the science officer from a rival blimpship (the Dark Blimpship of Count Catastrophe). After a quick visit to his quarters to freshen up, he strides down to sickbay, where Miss de Meaner is recovering from an injury received in a pirate attack. She is asleep, so he sits on the edge of her bed and declares his love for her (in an appropriately stiff-upper-lip, stuffed-shirt, all-work-and-no-play kind of way). When he finishes, the figure in the bed sits up -- it is not Miss de Meaner after all, but one of her biobot crew members (artificial humans, picked up in an earlier adventure). The biobot says that the devious Solomonder told him to load Miss de Meaner into an escape pod and then lie down in her bed and pretend to be her.
I heard the children gasp, and Carolyn -- who loves the romantic subplots as much as Peter loves the etherpunk technology -- fumbled for my hand in the darkness. All week I was planning that twist, even having Solomonder snicker under his breath "Heh, heh heh!" after he requested permission to leave the ship, and establishing that one of the biobot crew members is missing.
Continue reading Introducing Kids to Role-playing.
Not The User's Fault
The Synonym Problem (See also Jono DiCarlo's "These Things I Believe" -- a humanist manifesto about computer code.)

Braunstein, the world's first role-playing game
Most gamers have never heard of Braunstein. Sad but true. In the hierarchy of self-awareness you'll find the circle of gamers who know what D&D is (a very, very large circle), then inside of that is the circle of gamers who know what Greyhawk is (large but smaller), and inside that the circle who knows what Blackmoor is (smaller still). And then in the very center, vanishingly small, are the people who've heard of Braunstein. Which is a pity, because Braunstein is the granddaddy of them all. (Metafilter)
Old Media Mocks Mariotti's Newfound Disdain for Newspapers
Chris Deluca:You signed a new contract, waited until days after the newspaper had paid for your trip to Beijing at great cost, and then resigned with a two-word e-mail: "I quit.".... The fact that you saved your attack for TV only completes our portrait of you as a rat.
[...]
Newspapers are not dead, Jay, because there are still readers who want the whole story, not a sound bite. If you go to work for television, viewers may get a little weary of you shouting at them. You were a great shouter in print, that's for sure, stomping your feet when owners, coaches and players didn't agree with you. It was an entertaining show. Good luck getting one of your 1,000-word rants on the air.
And now Mariotti says the printed page is a dinosaur. He has embraced the Internet as his new forum.
We're talking about a columnist who detested bloggers -- mainly because he was easy fodder for their biting humor. He acted as if he stood on a level above bloggers. Most of the better bloggers have the kind of wit he couldn't touch.
Are bloggers bad? Absolutely not.
But those of us who work at newspapers have one edge over the blogging world. We have access to the players, coaches, managers and front-office executives. We can talk to key figures on and off the record to get insight unavailable to others. It's a privilege most of us don't take lightly. To not use it to our advantage is a waste -- of our energy and the readers' time.
Old-School Text Adventures Come to the iPhone
Open iPhone. Go to App Store. Download Frotz. The classic text adventures from Infocom made us all learn the shortest possible way to write responses, and this brevity of input seems perfectly suited for iPhone use.
You are likely to be eaten by a grue
I also discovered that while text adventure games where born into the family of computer games, they had since "grown up" and began "hanging out" with the literature crowd (though it still regularly writes home) -- which is to say that in much latter-day interactive fiction, particularly things produced since 1996, storytelling had been increasingly emphasized and the puzzles deemphasized. Not that puzzles were gone, but more and more authors of IF were trying to integrate puzzles into a coherent and compelling plot, rather than (as was often the case in earlier years) letting the story serve as an ostensible premise, but populating the thing with puzzles that had nothing to do with the plot. Now, some interactive fiction goes whole hog and abolishes puzzles altogether!
So, why continue to try to tell a story through this medium? Because making the player/reader drive the course of the story allows for some interesting effects; a skillful author can get the player/reader to identify with the protagonist in ways that simply aren't possible in static fiction (because the player/reader has a sense of complicity, to use a favorite word, in the plot that the static fiction reader lacks). Plus there are all sorts of neat things that can be done with narrative when you have a computer on your side.
While there are plenty of puzzle-centric games that also happen to be well-written (Lock and Key comes to mind), it's true that the more literary IF works have attracted more attention from critics and reviewers.
Parenting Tip #234: Katamari Damacy
Once when I needed to entertain my daughter while we were
driving somewhere, I said, "Let's pretend that, rolling along outside the
window, there was a little ball that would pick up trash and boxes and trash
cans, and that as it collected items it got bigger and bigger, until it was picking
up houses and buildings, and that there was happy music playing that sounded like this (I hummed a bit), while hundreds
of citizens called out for help that would never come."
Her little eyes got really wide.
She was very quiet for the rest of the ride.
(Thanks for the e-card, Karissa.)
Editorial on Emily Short's Galatea (inter alia)
Galatea excites admiration, interest, even a certain amount of awe, and all of it richly deserved. However, it seems to excite very little love. Nor does it seem to inspire its player to grapple with anything more universal than the design of good IF conversation systems.Also of note, A Blind Man's Take on Interactive Fiction:
Is this a problem? Not really, I think, when taken in isolation. I think that Emily Short, whom I have immense respect for as a writer, creator, and tireless agent for positive change in IF, intended her work as an experiment and even possibly a bit of a provocation, an illustration of what might be possible. But where is the game that takes Galatea's formal and technical innovations and uses them in the service of crackerjack story with a fascinating setting and compelling, believable characters? Eric Eve's recent works come close, but how many others do? Galatea sits out there in splendid isolation. People play it, they tell themselves and each other how interesting it was, what potential for IF it demonstrates, and then they move on. It's not up to Emily to build on Galatea's foundation; if she retires from IF tomorrow, she's done more for the form than I or 99% of you will ever manage. It's up to us. Where are we?
Some of us who are very, very good are writing games like the generally acknowledged best game of 2007: Lost Pig. On the one hand, Lost Pig is nothing to disparage. It's hilarious; it's great fun; it's honed and polished to the most beautiful shine. Admiral Jota deserves tons of praise and respect for his creation.
Most gaming opens worlds for people. Interacting with characters and role-playing a career or life that they do not have in the real world allows people to imagine themselves in certain situations, or challenges the person to make certain decisions. It is that aspect of gaming, along with the writing, descriptions of scenes and the possibility of interacting with characters that make interactive fiction so special. As a blind person, most mainstream role-playing games are unplayable. Interactive fiction is then the bridge that allows me as a blind person, who also would like to participate in the joys of relaxing with a role-playing computer game, to step into an imaginary world.
The End of Gamers
Videogames suffer under the weight of many misconceptions. Some of these are all too familiar: questions about whether games promote violent action or whether they make us fat through inactivity.
One that some people have tried to overturn is the idea that games are only for entertainment. So-called "serious games" claim to offer an alternative: games that can be used for serious purposes like education, healthcare, or corporate training.
But games, like photography, like writing, like any medium, shouldn't be shoehorned into one of two kinds of uses alone. Neither entertainment nor seriousness nor the two together should be a satisfactory account for what videogames are capable of. After all, we don't distinguish between serious and entertainment books, or music, or photography, or film. Rather, we know intuitively that writing, sound, images, and moving images can all be put to many different uses.
