Category Archives: gaming

last week: wikipedia, r kelly, gaming and google panels, and more…

Here’s an overview of what we’ve been posting over the last week. As well, a few of us having been talking about ways to graphically represent text, so I thought I would include a mind map of this overview.

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As a follow up to the increasingly controversial wikipedia front, Daniel Brandt uncovered that Brian Chase posted false information about John Seignthaler that was reported here last week. To add fuel to the fire, Nature weighed in that Encyclopedia Britannica may not be as reliable as Wikipedia.
Business Week noted a possible future of pricing for data transfer. Currently, carries such as phone and cable companies are developing technology to identify and control what types of media (voice, images, text or video) are being uploaded. This ability opens the door to being able to charge for different uses of data transfer, which would have a huge impact on uploading content for personal creative use of the internet.
Liz Barry and Bill Wetzel shared some of their experiences from their “Talk to Me” Project. With their “talk to me” sign in tow, they travel around New York and the rest of the US looking for conversation. We were impressed at how they do not have a specific agenda besides talking to people. In the mediated age, they are not motivated by external political/ religious/ documentary intentions. What they do document is available on their website, and we look forward to see what they come up with next.
The Google Book Search debate continues as well, via a panel discussion hosted by the American Bar Association. Interestingly, publishers spoke as if the wide scale use of ebooks is imminent. More importantly and even if this particular case settles out of court, the courts have a pressing need to define copyright and fair use guidelines for these emerging uses.
With the protest of the WTO meetings in Hong Kong this past week, new journalism forms took one step forward. The website Curbside @ WTO covered the meetings with submissions from journalism students, bloggers and professional journalists.
McDonalds filed a patent which suggests that it intends to offer clips of movies instead of the traditional toys in their kids oriented Happy Meals. Lisa pondered if a video clip can successfully replace a toy, and if it does, what the effects on children’s imaginations might be.
R. Kelly’s experiments in form and the “serial song” through his Trapped in the Closet recordings. While R Kelly has varying success in this endeavor, Dan compared the experience of not only the serial novel, but also Julie Powell’s foray into transferring her blog into book form and what she might have learned from R. Kelly (its hard to make unified pieces maintain an overall coherency.)
The world of academic publishing was challenged with a proposal calling to create an electronic academic press. This segment seems especially ripe for the shift to digital publishing as many journals with small circulations face raising printing and production costs.
Sol and others from the institute attended “Making Games Matter,” a panel with contributors from The Game Design Reader: A Rules of Play Anthology, edited by Katie Salen and Eric Zimmerman. The discussion covered among other things: involving the academy in creating a discourse for gaming and game design, obstacles in studying and creating games, and the game “industry” itself. The book and panel called out for games and gaming to undergo a formal study akin to the novel and the experience of reading. Also, in the gaming world, the class economics of the real and virtual began to emerge as a Chinese firm pays employees to build up characters in MMOGs to sell to affluent gamers.

class, cheating and gaming

The New York Times reports that a company in China is hiring people to play Massively Multiplayer Online Games (MMOG), like World of Warcraft or EverQuest. Employees develop avatars (or characters) and earn resources. Then, the company sells these efforts to affluent online gamers who do not have the time or inclination to play the early stages of the games themselves.
Finding hacks or ways to get around the intended game play is nothing new. I will confess that I have used cheat codes and hacks in playing video games. One of the first ones I’ve ever used, was in Super Mario Brothers on the original Nintendo Entertainment System. The Multiple 1-Ups: World 3-1 was a big favorite.
The article also briefly mentions something that I’ve been fascinated by: selling the results of your game play on auctions site, such as ebay. These services have turned game play into commodities, and we can actually determine valuations and costs of game play.
It made me to think about the character Hiro Protagonist in Neal Stephenson’s Snowcrash, a pizza delivery guy in the real world and lethal warrior in the “Metaverse.” He was an exception to the norm and socio-economic status usually carried over into the virtual reality because more realistic avatars were expensive. To actually see that happen in the game spaces of MMOGs by the purchasing of advanced players is quite amazing.
Why do I find that these gamers are cheating? In the era of non-linear information, I select and read only the parts of a text I deem to be relevant. I’ve skipped over parts of movies and watched another part again and again. Isn’t this the same thing? The troubling aspect of this phenomenon is that it is bringing class differentiation into game space. Although gaming itself is a leisure activity, the idea that you can spend your way into succeeding at a MMOG, removes my perceived innocence of that game space.

machinima’s new wave

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“The French Democracy” (also here) is a short film about the Paris riots made entirely inside of a computer game. The game, developed by Peter Molyneux‘s Lionhead Productions and called simply “The Movies,” throws players into the shark pool of Hollywood where they get to manage a studio, tangle with investors, hire and fire actors, and of course, produce and distribute movies. The interesting thing is that the movie-making element has taken on a life of its own as films produced inside the game have circulated through the web as free-standing works, generating their own little communities and fan bases.
This is a fascinating development in the brief history of Machinima, or “machine cinema,” a genre of films created inside the engines of popular video game like Halo and The Sims. Basically, you record your game play through a video out feed, edit the footage, and add music and voiceovers, ending up with a totally independent film, often in funny or surreal opposition to the nature of the original game. Bob, for instance, appeared in a Machinima talk show called This Spartan Life, where they talk about art, design and philosophy in the bizarre, apocalyptic landscapes of the Halo game series.
The difference here is that while Machinima is typically made by “hacking” the game engine, “The Movies” provides a dedicated tool kit for making video game-derived films. At the moment, it’s fairly primitive, and “The French Democracy” is not as smooth as other Machinima films that have painstakingly fitted voice and sound to create a seamless riff on the game world. The filmmaker is trying to do a lot with a very restricted set of motifs, unable to add his/her own soundtrack and voices, and having only the basic menu of locales, characters, and audio. The final product can feel rather disjointed, a grab bag of film clichés unevenly stitched together into a story. The dialogue comes only in subtitles that move a little too rapidly, Paris looks suspiciously like Manhattan, and the suburbs, with their split-level houses, are unmistakably American.
But the creative effort here is still quite astonishing. You feel you are seeing something in embryo that will eventually come into its own as a full-fledged art form. Already, “The Movies” online community is developing plug-ins for new props, characters, environments and sound. We can assume that the suite of tools, in this game and elsewhere, will only continue to improve until budding auteurs really do have a full virtual film studio at their disposal.
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It’s important to note that, according to the game’s end-user license agreement, all movies made in “The Movies” are effectively owned by Activision, the game’s publisher. Filmmakers, then, can aspire to nothing more than pro-bono promotional work for the parent game. So for a truly independent form to emerge, there needs to be some sort of open-source machinima studio where raw game world material is submitted by a community for the express purpose of remixing. You get all the fantastic puppetry of the genre but with no strings attached.

gaming and the academy

So, what happens when you put together a drama professor and a computer science one?
You get an entertainment technology program. In an article, in the NY Times, Seth Schiesel talks about the blossoming of academic programs devoted entirely to the study and development of video games, offering courses that range from basic game programming to contemporary culture studies.
Since first appearing about three decades ago, video games are well on their way to becoming the dominant medium of the 21st century. They are played across the world by people of all ages, from all walks of life. And in a time where everything is measured by the bottom line, they have in fact surpassed the movie industry in sales. The academy, therefore, no matter how conservative, cannot continue to ignore this phenomenon for long. So from The New School (which includes Parsons) to Carnegie Mellon, prestigious colleges and universities are beginning to offer programs in interactive media. In the last five years the number of universities offering game-related programs has gone from a mere handful to more than 100. This can hardly be described as widescale penetration of higher education, but the trend is unmistakable.
The video game industry has a stake in advancing these programs since they stand to benefit from a pool of smart, sophisticated young developers ready upon graduation to work on commercial games. Bing Gordon, CEO of Electronic Arts says that there is an over-production of cinema studies professionals but that the game industry still lacks the abundant in-flow of talent that the film industry enjoys. Considering the state of public education in this country, it seems that video game programs will continue flourishing only with the help of private funds.
The academy offers the possibility for multidisciplinary study to enrich students’ technical and academic backgrounds, and to produce well-rounded talents for the professional world. In his article, Schiesel quotes Bing Gordon:

To create a video game project you need the art department and the computer science department and the design department and the literature or film department all contributing team members. And then there needs to be a leadership or faculty that can evaluate the work from the individual contributors but also evaluate the whole project.

These collaborations are possible now, in part, because technology has become an integral part of art production in the 21st century. It’s no longer just for geeks. The contributions of new media artists are too prominent and sophisticated to be ignored. Therefore it seems quite natural that, for instance, an art department might collaborate with faculty in computer science.

everything bad continued — the author strikes back

Folks, enjoying the discussion here. I had a couple of responses to several points that have been raised.
1. The title. I think some of you are taking it a little too seriously — it’s meant to be funny, not a strict statement of my thesis. Calling it hyperbolic or misleading is like criticizing Neil Postman for calling his book “Amusing Ourselves To Death” when no one actually *died* from watching too much television in the early eighties.
2. IQ. As I say in the book, we don’t really know if the increased complexity of the culture is partially behind the Flynn Effect, though I suspect it is (and Flynn, for what it’s worth, suspects it is as well.) But I’m not just interested in IQ as a measure of the increased intelligence of the gaming/net generation. I focused on that because it was the one area where there was actually some good data, in the sense that we definitely know that IQ scores are rising. But I suspect that there are many other — potentially more important — ways in which we’re getting smarter as well, most of which we don’t test for. Probably the most important is what we sometimes call system thinking: analyzing a complex system with multiple interacting variables changing over time. IQ scores don’t track this skill at all, but it’s precisely the sort of thing you get extremely good at if you play a lot of SimCity-like games. It is not a trivial form of intelligence at all — it’s precisely the *lack* of skill at this kind of thinking that makes it hard for people to intuitively understand things like ecosystems or complex social problems.
3. The focus of the book itself. People seem to have a hard time accepting the fact that I really do think the content/values discussion about pop culture has its merits. I just chose to write a book that would focus on another angle, since it was an angle that was chronically ignored in the discussion of pop culture (or chronically misunderstood.) Everything Bad is not a unified field theory of pop culture; it’s an attempt to look at one specific facet of the culture from a fresh perspective. If Bob (and others) end up responding by saying that the culture is both making us smarter on a cognitive level, but less wise on a social/historical level (because of the materialism, etc) that’s a perfectly reasonable position to take, one that doesn’t contradict anything I’m saying in the book. I happen to think that — despite that limited perspective — the Sleeper Curve hypothesis was worthy of a book because 1) increased cognitive complexity is hardly a trivial development, and 2) everyone seemed to think that the exact opposite was happening, that the culture was dumbing us all down. In a way, I wrote the book to encourage people to spend their time worrying about real problems — instead of holding congressional hearings to decide if videogames were damaging the youth of American, maybe they could focus on, you know, poverty or global warming or untangling the Iraq mess.
As far as the materialistic values question goes, I think it’s worth pointing out that the most significant challenge to the capitalist/private property model to come along in generations has emerged precisely out of the gaming/geek community: open source software, gift economy sharing, wikipedia, peer-to-peer file sharing, etc. If you’re looking for evidence of people using their minds to imagine alternatives to the dominant economic structures of their time, you’ll find far more experiments in this direction coming out of today’s pop culture than you would have in the pop culture of the late seventies or eighties. Thanks to their immersion this networked culture, the “kids today” are much more likely to embrace collective projects that operate outside the traditional channels of commercial ownership. They’re also much more likely to think of themselves as producers of media, sharing things for the love of it, than the passive TV generation that Postman chronicled. There’s still plenty of mindless materialism out there, of course, but I think the trend is a positive one.
Steven

games provide much more than a cognitive workout:everything bad is good for you, pt 3

games may be helping to raise raw IQ scores, but much more importantly they also also reinforce the dominant culture’s norms of material rewards and consumerism and one of the most interesting games of the past year, katamari damacy, praised for being both witty and non-violent, basically rewards players for consuming as much material goods possible.
katamaridamacy1.jpg the following is slightly edited analysis of the game by rylish moeller, an english prof who is very active on the techrhet listserv.

katamari damacy is an extraordinarily interesting game. the game’s lead designer had as one of his top goals to “make a game that would appeal to people who have become disillusioned with recent games and rekindle their passion.” for more, read the game’s postmortem in the december 2004 issue of gamedeveloper. my point is that most games support models of consumerism and monopoly capital through internal economies (collecting stuff, money, power-ups, etc.), gameplay (viewing objects and people as consumables as in katamari), and even at meta-levels such as this one where the lead developer wishes to rekindle lost passion for consuming (er, playing) games. while this doesn’t really surprise me, i am surprised that when we discuss what we learn by playing games, we are not (often) discussing these very interesting, ideological issues that stem from the very social relationships and cultures of production that engender the games in the first place, those that we willingly subject ourselves to as we play.
but katamari is an interesting game to discuss since it calls issues like consumerism and environmentalism to the foreground in a very overt sort of way. in another revealing comment, the game’s developer (keita takahashi) hopes that this game will motivate other developers to “create something new, without focusing on the bottom line for once.” so, we cannot really discuss games and learning and literacy without spending some time grounding that conversation in the economic and cultural environments which drive game production. my worry is not that games are too complicated or too violent or too masculine or too racist but that they are these things in order to perpetuate consumerism.

note: the point of this is not to trash katamari damacy or games in general, but rather to point out that while IQ is possibly being raised, other perhaps more significant lessons are being learned as well.

“everything bad is good for you” is really bad

just finished the second book discussion at the institute. first was neil postman’s building a bridge to the eighteenth century. second was steve johnson’s everything bad is good for you in which johnson presents a contemporary refutation of postman.
bad is good.jpg johnson’s basic premise seems harmless enough. games and tv drama are getting more layered, more complex. the mental exercise is likely making our brains more nimble, might even be improving our problem-solving skills. OK…
but how can you define good and bad simply in terms of whether one’s brain is better at multi-tasking and problem-solving. i’ll grant that this shift in raw brain power might make us more effective worker bees for our techno-capitalist society, but it doesn’t mean that the substance of our lives or the social fabric is improved.
we don’t need cheerleaders telling us everything is fine — especially when in our gut we’re pretty sure it isn’t. we need to look long and hard at the kind of world we are building with all this technology.
johnson’s book has been widely praised, making it all the more important to hold it up to careful scrutiny. over the next several days we’re going to launch a serious critique of “everything bad is good for you.” please feel encouraged to join in.

nyc2123: a graphic novel for psp

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NYC2123 is a graphic novel conceived for the 480 by 272-pixel screen of the Play Station Portable video game device. It’s a post-apocalyptic tale set in a future, tsunami-ravaged New York in which the city’s wealthy have walled off the island of Manhattan against a violent river society of junkies, thieves and outlaw barges.
There are several sequences that read like a flip book, taking advantage of the single-frame interface and the fact that the reader has literally got his finger on the button. Quickly flipping through the panels creates a filmic effect, as here:
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(Once again via Infocult – thanks Bryan)
Update: Someone has just developed a .pdf reader for the PSP.