August 1, 2008
Donkey Kong As Symbol of Modern Oligarchy
Matt says,
Kottke's plug for the Independent Documentary Association's list of the 25 best documentaries reminds me to recommend one that was underhyped last year -- The King of Kong: A Fistful of Quarters. I like Keith Phipps' perceptive review best; he calls it "a film about what it takes to make it in America." It's hilarious, a bit sad, and enormously revealing.
June 17, 2008
Wall-play-per
Matt says,
If these Blik wall decals were easier to put up, my entire apartment would be covered in Donkey Kong platforms, rolling platforms, and freaky-looking princesses. Via Brand Flakes.
April 6, 2008
FYI, the Line Rider Dude's Name is Bosh
Robin says,
Terrific interview with Boštjan Cadez, the creator of Line Rider. I wonder: If you could somehow tally up the total cultural impact of something like Line Rider, what would it be roughly equivalent to? An indie band's new album? A minor hit cable TV show? Something smaller? Something bigger?
(FYI, Snarkmarket's TCI is approximately equivalent to a single mid-January stump speech by a third-tier presidential candidate. I just checked.)
We're in this weird phase where bizarre niche hits, powered by viral internet jet fuel, can be really huge... but still somehow invisible.
Re: Line Rider-as-technology, not Line Rider-as-web-phenomenon, I liked this bit of explanation:
Anyway, I enjoyed procedural animation because it didn't involve frame by frame 'slave' work, which I was always too lazy to do. But procedural stuff gets boring, monotone and predictive very fast. It especially bugged me with VJ-ing. Pre-coded stuff was too much like video -- too much in the past -- and even if it was reacting to audio in real time, it looked always the same. So I started thinking about how to find something which had the best of both worlds: something which I could change on the fly, some way of animating stuff by just drawing it.
I think there's a lot of potential in that "best of both worlds." Think: Spore, Crayon Physics, and things yet to come.
February 23, 2008
Spore's Procedural Jams
Robin says,
Snarkmarket pal Aaron McLeran gave a GDC talk about his work on Spore's music system.
That link includes a small picture of the programming environment he used, but you've got to see Aaron interact with it live to understand how truly cool it is. It's this crazy hybrid of computer code and, like, circuit design, and the music keeps playing as he makes changes, so you hear it evolving and improving in real-time.
Bonus: Here's some video of Aaron demoing part of the game.
February 20, 2008
Game Remixes
Matt says,
I'm loving the clever remixes of old-school games at Retro Sabotage, brought to my attention by the fine folks at Grand Text Auto.
January 8, 2008
Pundits: The Eyeball Monster
Matt says,
There's a giant eyeball monster in Super Paper Mario that tracks you in every direction as you move around a room and shoots laser beams at you. To defeat it, Mario has to flip into 3D mode and run around and around it until it tries to shoot, gets confused, and implodes.
Eyeball monster = media pundits. Mario = '08 Presidential candidates. It's fun to watch.
Oh, and btw: Speaking of life imitating Mario, Andy Towle's right. The video for Janet Jackson's new single "Feedback" is so Super Mario Galaxy.
December 20, 2007
Wii Ninja
Matt says,
Over the past year, I have successfully acquired five Wiis at retail price; I felt this was notable enough for a blog post.
Wii #1: Purchased 11/06, for a vita.mn contest. Camped out in front of a Target in beautiful Red Wing, MN, at 4:45 a.m., behind Jan, Peter, Elaine, Philip and Sam, in front of a group of about 50. When we finally got the golden tickets (to come back and get a Wii), me and four of the others went to Denny's while we waited for the store to open.
Wiis #2 & 3: Got a call one random Sunday afternoon in August from my coworker's boyfriend, who saw some Wiis sitting on a shelf at Target. Drove to Target, picked up one for me and one for my nephews/niece.
Wiis #4 & 5: Purchased from Amazon mere seconds after receiving text messages from WiiAlerts.com. One is for a vita.mn contest, the other is for a friend's wife to give to a friend for Christmas. Big ups to WiiAlerts; it totally works.
November 27, 2007
Making Mario
Robin says,
Interesting interview up at Gamasutra with one of the developers of the 3D Mario games, from Mario 64 to Mario Galaxy. They get into some pretty great detail:
One example [of a persistent problem with 3D] is the difficulty of stomping Goomba enemies in 3D, a basic, typical activity in a Mario game. "On the TV screen, objects don't have the same kind of physicality," [Koizumi] said. "That's what makes it difficult to make people grasp the physicality and depth."One solution is adding shadow. "We decided to drop a shadow on the ground everywhere in Mario 64," said Koizumi. "That way, every floating object would have a reference point on the ground." Shadows are so effective at conveying depth, said Koizumi, that adding them has become an "iron-clad necessity," having shadows fall directly under the character regardless of the light source. "It might not be realistic, but it's much easier to play with the shadow directly below," he added.
(Emphasis mine.) Or, how about this: Why is Mario Galaxy set on spherical planetoid levels?
Neither will the player get lost easily, or need to adjust the camera -- by using spheres, Koizumi said, they had created a game field that never ended.This became the overall theme of development – "we should tune the game so people can play without ever having to think about the camera," Koizumi said.
It's so the camera -- a thorny problem in 3D games, even today -- never has to change direction! Sneaky!
There's lots more on realism vs. gameplay in there. Worth a read.
November 19, 2007
Check Out the Death Map
Robin says,
I downloaded and loved Half-Life 2 Episode 2. You know what I also loved? These stats on how everyone played the game. (Via Waxy.)
September 18, 2007
Game Roundup
Matt says,
- Mr. Clive Thompson pointed out the addictive Bloxorz the other day.
- Priscilla just looks gorgeous (via Infocult).
- Flow in Games is both beautiful and mesmerizing (also via Infocult).
August 20, 2007
BioShock
Robin says,
Apparently BioShock is... get ready for it... a video game with good writing. We've heard this before, obviously, but those games didn't get 98 out of 100 on Metacritic. Holy moley.
August 8, 2007
Serious Games with Stephen Colbert
Robin says,
Ian Bogost, the guy behind Persuasive Games and other things, was on Colbert... AND HE WAS REALLY GOOD!
Seriously, is it just me, or did Bogost weather the Colbert interview better than almost any (sort of semi-serious) guest ever? And managed to get some subtle points across! I'm floored.
(I realize this could just be b/c I am pre-obsessed with this topic. Tell me if his performance wasn't actually as awesome as I think.)
July 31, 2007
If You Live in New York, Go to This
Robin says,
June 24, 2007
School of Games
Robin says,
One of the coolest things I've read in a while:
The nonprofit John D. and Catherine T. MacArthur Foundation today announced that it has awarded a grant of $1.1 million to assist in the development of a New York City public school aimed at teaching literacy and other skills through game design and game-inspired methods to children in grades 6-12.
The project is being led by the Gamelab Institute of Play. Gamelab is the insanely cool indie game developer in NYC. Loads of reading on their site, but here's the choice nugget:
All players in the school -- teachers, students, parents and administrators -- will be empowered to innovate using 21st century literacies that are native to games and design. This means learning to think about the world as a set of in interconnected systems that can be affected or changed through action and choice, the ability to navigate complex information networks, the power to build worlds and tell stories, to see collaboration in competition, and communicate across diverse social spaces.
Okay, that actually manages to make it sound less cool... but seriously, come on, think about it. This is 100% the future.
June 22, 2007
Frame-Grab from the Future
Robin says,
So Second Life and it ilk generally leave me cold these days, but I gotta admit, these notes from a panel on virtual worlds made me shiver a little. By the time they get to the Q&A it's nuts. Definitely worth a read.
May 26, 2007
Gray Lady Gaming
Robin says,
All right. All right. I think I might finally have to break down and get TimesSelect. The NYT is running Flash games as editorials.
(Actually, I think it's a huge mistake to put these games -- especially the first few! -- behind the pay wall. They are viral material. So maybe capitulation would send the wrong signal?)
May 20, 2007
History Games
Robin says,
Historian Niall Ferguson loves simulation games. The piece (by Clive Thompson, natch) is so tightly-written that it resists blockquoting... so just go read it.
Okay, one blockquote. This is a pretty rad statement coming from a Harvard historian:
"Serious games are the next big platform," he says.
I've been reading "The End of History and the Last Man" to get ready for Francis Fukuyama's fast-approaching Long Now talk and now I'm wondering what the End of History game would look like...
I think it might involve holding down for two seconds, then pressing up and the A button to make Hegel do a lightning kick.
April 16, 2007
Asymmetric Warfare
Matt says,
In Peacemakers, you play a leader of either Israel or Palestine. To win as Israel, you have to earn a high approval rating with the people of both Israel and Palestine. To win as Palestine, you must win the hearts of both Palestinians and residents of other parts of the world. If your approval rating with either of your constituencies sinks below a given threshold, you lose. The simulation is illustrated with video footage from actual news reports. Ernest Adams writes it up for Gamasutra.
April 12, 2007
The History of Computer Role-Playing Games
Robin says,
Awesome, awesome, awesome: Matt Barton at Gamasutra is writing an encyclopedic, illustrated history of computer role-playing games. Part one (1980-1983), part two (1985-1993), part three (1994-2004). Open, print, snuggle up in bed.
March 30, 2007
Incremental Awesomeness
Robin says,
So there's this game called Desktop Tower Defense (yeah, thanks for nothing). It is one of those super-addictive web games that comes out periodically (see also).
Usually they get made and sort of sit there. Well, the guy behind Desktop Tower Defense... is upgrading it!
This is brilliant. If Desktop Tower Defense gets new enemies and units every two weeks or so I am pretty much never going to stop playing.
February 25, 2007
The Restaurant Game
Matt says,
Another awesome idea passed along by Grand Text Auto: The MIT Media Lab has created a lightweight multiplayer restaurant simulation. You can play as a waitron or as a diner, and all your interactions with other players will be recorded and used to train an AI system. The resulting AI will power a single-player game, to be released next year.
February 24, 2007
Flash-Based Epidemiologic Strategy Game
Matt says,
My high score in Virus 2 is 43441. I got down to 25 attempts, and my fastest growth time was 23.
I think I'd wager that the number of games invented in the last 10 years and spread around the world outweighs the number invented in the last 10,000.
February 12, 2007
Why Was I Not Told of These Sooner?
Robin says,
Game Tunnel lists the top ten indie games of 2006. I had not heard of a single one... and they all look great!
Especially "Kudos"... holy moley, seriously?
Kudos is a turn based strategy game where you control someone's life. You decide where they work, who they hang out with, and what they do to relax. Do you want to be an alcoholic saxophone playing taxi driver? or maybe a reclusive but brilliant astrophysicist. Kudos is not about flashy graphics or high polygon counts. Kudos is about exploring areas of gameplay you haven't seen in mainstream games. Hopefully, Kudos is pretty original.
I am going to try this out; I'll let you know how it goes.
January 20, 2007
Spore Score
Matt says,
Before they were just talking, but now it's reality: Brian Eno's scoring Spore. (Walkerrific.)
December 17, 2006
November 6, 2006
Gears of War... and... Sadness
Robin says,
You know that trick where you mix hyperviolent action sequences with slow, wistful music and it makes it all feel really deep? Yeah, that trick really works.
What makes it noteworthy in this case is that it's a sequence from a videogame... and that makes me wonder: How cool would it be if, in the game itself, when the action hit a certain threshold, a fever pitch of annihilation, the music shifted gears just like this and things slowed down a little?
What kind of feeling would that create? Could it make you feel, er, a little bad about all the relentless killing? A little melancholy about the whole situation?
Now that would be interesting!
Update: People have remixed the spot with different songs. Hilarity: here, here, and here.
(Via.)
October 20, 2006
World of Falstaff
Robin says,
Edward Castronova, the virtual-world economist who writes at Terra Nova, is building a Shakespeare-themed MMOG at Indiana University. It's going to be set in "Richard III" to start. I think this sounds supercool. I just hope the aesthetics are up to snuff; too often, academic game projects are full of high-level ideas... and 1996-level graphics.
October 16, 2006
Totaka's Song
Robin says,
There is a secret song hidden in many Nintendo games published over the past ten years.
It sounds exactly as a secret song should.
September 25, 2006
Interactive Story, Act Two
Robin says,
The guys who made Façade (previously: here and here) are making a new interactive narrative game, and it sounds weird. I don't yet know whether I mean that in the weird-cool or the weird-uh-okay sense.
Façade is worth a spin if you've never tried it. It's very inventive. Note to the Façade guys for this new joint: Inventive-ness doesn't make up for crappy graphics. Use the Unreal Engine or something.
Blast from the past: Searching for "facade" in the archives I found this post. It's good! And it has one of my favorite Snarkmarket comment threads of all time.
September 9, 2006
Sony's Talmudic Parable
Robin says,
New contender for least expected cultural cross-comparison ever: Friend of the snark Josh Korr compares Sony and Nintendo to Hillel and Shammai.
September 2, 2006
'Impossible' Romances
Robin says,
Oh, this is incredibly sweet: MMO demographics overlord Nick Yee has a new report about real-world relationships that began in games like Everquest and WoW. It's more narrative journalism than dry survey, honestly, and it's one of the most fascinating windows into relationships, not just games, that I have gotten in a long time.
Check out this page in particular, about the subtle virtues of the MMO environment:
As other players point out, working together through crises reveals much more about another person than going to the movies with them. Watching how someone interacts with others in different social settings (under different amounts of stress) and how they work through problems can be very character-revealing.I found that the way people acted to me in-game was usually the way they acted towards me and others in real life. EQ was a great way to see how a potential partner treated others. [WoW, F, 22]
And then there's the notion that many of these relationships are "impossible" -- that is, if the couple had met in real life first, nothing would have happened. More here and here.
August 14, 2006
Xbox DIY
Robin says,
Microsoft is releasing a free development kit for Xbox 360 games: You make them on your PC and download them to the Xbox. It ain't exactly full democratization of game development -- you can't share games made this way with random friends on Xbox Live -- but still, it's pretty great. Deets on Gamasutra.
Update: Microsoft's Peter Moore enumerates eight ways to open up the world of game development. Excellent and correct.
August 7, 2006
Where's the Merchant Ivory of Video Games?
Robin says,
I'm not sure I agree with the analogy here, but it's a fun read: Ernest Adams on why we need highbrow games in Gamasutra.
July 27, 2006
An Alien to Call Your Own
Robin says,
When you play Spore, will you be to order a real, physical 3D 'printout' of your totally custom alien creature? Signs say yes. That is SO cool.
July 7, 2006
Test Drive Unlimited
Robin says,
Whoah! This game sounds awesome!
The game models the entire Hawaiian island of Oahu and allows players to race any of 90 cars over more than 1,000 miles of roads [...] the idea is that thousands of players will cruise the island simultaneously over the Internet, challenging one another at any traffic light to lay down some rubber. On the Xbox 360, the game's main system, the graphics dazzle and the cars evoke a realistic sense of speed.
Note that I am now a proud possessor of an Xbox 360, and thus especially interested in news of cool games for said system.
(Via.)
July 3, 2006
The Lester Bangs of Ludology
Robin says,
Clive Thompson on the video game criticism we're all waiting for:
The game criticism of tomorrow won't look anything like the stuff that Pauline Kael wrote. It'll be some crazy, unruly spawn of sportswriting, gonzo journalism, analytic philosophy, memoir and investigative reporting. The Lester Bangs of gaming is going to be a philosopher of play.
Really great piece. Go read it.
June 30, 2006
Monkey Island's Maker
Robin says,
Cool interview on Gamasutra with Ron Gilbert, the guy who designed all those great Monkey Island games during LucasArts' golden age of point-and-click adventures. He sounds some familiar refrains:
Publishers today, if you look at any of the mainstream publishers, they get so fixated on these very large budgets. It's kind of amazing. For instance, the budget for my game is actually quite modest compared to most, and that's actually a red flag for them. If you don't come in wanting to spend $10 or $15 million, it's like they don't take you seriously at some level, and I think that's a real problem.
June 27, 2006
Episodic Games
Robin says,
On the heels of Half-Life 2 I downloaded and played Half-Life 2: Episode One, the first in a series of Half-Life episodes that Valve is releasing: $19.95, a solid four hours of fun, big cliffhanger at the end, next episode in a couple of months. Done and done.
June 21, 2006
Massively Multimaker ...
Matt says,
Chris Bateman at Only a Game continues to express cool ideas about games. And they remind me I have a post buried somewhere in my head about Inform 7.
June 20, 2006
Come On, Make Me Work

Encouraged by Matt's post, I saw Brick on Saturday night. Man oh man. What a perfect movie. Everything about it is great: the acting, the look, the mood, the style... even the shocking post-theater reminder that it was all done on a shoestring. The movie has a gravity and wholeness that suggests it will still be totally watchable in five years, or fifty.
But my favorite thing about Brick is the fact that it makes you work. Not work in a kind of loopy art-school way, but rather, you've simply got to keep your brain spinning as you watch it. No cinema-induced coma here. You've got to constantly process what's going on -- from the super-fast, super-stylized patter to the byzantine plotting -- to keep in step with the movie. Revelations don't thud into your lap; they sneak in the back door.
And the laughs are all so well-constructed and well-earned: There is not a single cheap one in this entire movie.
I think so many critics read it as a film-geek stunt (e.g.) because, well, they're film geeks. My non-film-geek verdict is A++ would watch again. In five years or fifty.
... Read more ....
May 23, 2006
Business Quote of the Week
Robin says,
"Well that's the strategy our president picked. We try to act behind the scenes, and we follow our clients' desires, instructions and everything, so our policy is not to have a vision."
That's Koichi Sawada from game developer Tose, in an interview with Gamasutra. Tose is like the video game equivalent of Flextronics: a behind-the-scenes partner to lots of big, well-known companies. The interview is weirdly fascinating.
May 13, 2006
Wiicked Cool
Went to E3, the big video game show, on Thursday. First thing in the morning I rushed to meet up with Kevin in line for the Nintendo booth.
Well worth the wait. The Wii controller is really well-designed, and although its current implementations -- in everything from tennis to the new Zelda -- are all fun and interesting, the coolest thing to me is that you can sense there's something even crazier waiting around the corner.
Here's Kevin on Wario Ware, which does a good job showing off some of the bizarre-o different ways you can use the controller:

April 14, 2006
Corporation for Public Gaming
Robin says,
I'm pretty sure this is a horrible idea... yet I can't help but like the sound of it: the Corporation for Public Gaming. Like the Corporation for Public Broadcasting, you know? (Via.)
March 23, 2006
You Don't Have Time For This.
Matt says,
There is nothing socially redeeming about the game Dad 'n' Me. It is violent, pointless, endless, and addictive. There's not even the ironic, hipster sheen that normally comes with playing video games past the age of 17. Why would you want to throw your life away at such a young age? Do not click here and play this game, because it will actually rot your mind. I link to it merely to warn you away.
March 2, 2006
Spore's Sandbox
Robin says,
At the Game Developer's Conference, Will Wright gives a 35-minute demo of Spore. In the game, you evolve a little creature over the eons, from bacteria to Battlestar Galactica -- that, we knew. But check this out: The rest of the world (and ultimately the universe) is filled out entirely by other creatures created by other players at other times. The game plucks them from the shared Spore-verse to build a balanced ecosystem.
If you watch the video to the end you'll get to hear Will Wright say the phrase "fractally surf."
February 19, 2006
Games That Make You Jump and Yell
Robin says,
In a presentation about games and stories, Kim Plowright cites an amazing video game moment:
The second is from Metal Gear Solid, where an apparently psychic character controls your ally/girlfriend, who starts shooting at you. He then starts reading your mind. The game reads your console memory, and Psycho Mantis [the psychic] makes snarky comments about other games you play. He then controls your character -- only by unplugging your controller and putting it into the other port can you defeat him. So you get up, in the real world, off the sofa, and break the fourth wall.
That is so cool.
And along similar lines, let me warn you right now NEVER to play the computer game F.E.A.R. I tried the first level late at night at Minus Kelvin's place and it freaked me OUT. (Here's the secret: As you explore a dark, scary warehouse, you never actually encounter any bad guys. All you see, the entire time, is fleeting shadows... and all you hear is footsteps in the next room. Creeeeeepy.)
February 9, 2006
Doing Deals in Azeroth
Robin says,
Jane Pinckard asks: Is World of Warcraft the new golf? That is: Is the game becoming a substrate for networking, even dealmaking?
Interesting idea, and I will add that I have heard stories -- independent of this article -- of tech execs using the game as an after-hours meeting space.
February 3, 2006
Yielding Control
Robin says,
It's not surprising to hear Will Wright extoll the virtues of procedurally-generated video game content. But J. Allard, the head of Microsoft's Xbox unit? Slightly more surprising:
"(Gaming) is the only medium where we yield control of the protagonist. Let's yield control of the director--and the producer," said Allard, a vice president at Microsoft. "We're going to take on the Wikipedia model. We're going to take on...the open-source model, if you will, for gaming."
World of Wikicraft y'all.
P.S. I really cannot wait for Spore.
January 30, 2006
Free and Fun
Robin says,
Clive Thompson has a list of video games that are all both innovative and free. Can't go wrong!
In related news, Façade won the top game award at Slamdance. (Who knew Slamdance had game awards?) We've discussed it here before.
January 25, 2006
Quantum Gaming in the Vic Viper
The New Gamer's R. LeFeuvre has just posted a video called "Averaging Gradius." Here's what's up:
A bunch of people recorded themselves playing the first level of the classic NES shooting game Gradius. (You're in a spaceship, you have to kill enemy spaceships, you get the idea.) Then, LeFeuvre layered all the recordings on top of each other. Because the game scrolls of it own accord, at a steady pace, the recordings all stay in sync -- except of course for each players' movements. So what you see, instead of a single ship going at it, is a fuzzy cloud of ships -- bright where strategies overlap, faint where someone does something especially daring (or dumb).
It's like quantum physics!
Seriously, I think this video is sublime. And I wonder: Could you make a game that emphasizes not precision but probability? How would it work?
(Via GameSetWatch.)

Mappae Mundi
Matt says,
The astonishing thing about these maps of video game worlds is how much smaller and less complicated they look when you see them this way. (Kottkettish.)
January 23, 2006
SMB2, All Jazzed Out
Matt says,
Best ever. Adrian H has recorded a gypsy jazz version of the Super Mario Bros. 2 main theme, and it's crazy delicious, much like the game itself.
SMB2 was the unsung Super Mario Bros. game, and I could never figure out why. The feminist in me always appreciated that the Princess in SMB2 was finally given some agency beyond being the helpless, fainting damsel in distress that drives the plot in most Mario games. And she had the power of levitation, which was much cooler than Mario's janky raccoon tail in SMB3. (Although his cape in Super Mario World was excellent.) The game also had a very cool, cute, recognizably Japanese aesthetic about it. And something about plucking and chucking vegetables was oddly comforting. Two thumbs up, to the game, and its gypsy jazz revival.
January 20, 2006
Another MMORPG About War
Matt says,
But this one's free! Someone try out Enemy Nations and tell us if it's any good. According to TRFJ, it's "billed as ‘the best game you’ve never played’ and a cross between Sim City, Civilisation and Age of Empires." Not a bad pedigree.
January 9, 2006
Why Are Most Online Games About Genocide?
Robin says,
Raph Koster, one of the designers behind the Star Wars: Galaxies MMORPG, has a really excellent post up on his blog:
We shape the player experience by the verbs we provide. Right now, the only way to interact meaningfully with our fantasy worlds is at the edge of a sword, and through the barrel of a gun.
It's true. Not that online games should be Sesame Street scenarios... but come on, do they all have to be bloody crusades?
December 23, 2005
Snapshot from the Uncanny City
Matt says,
What's wrong with this photograph? (Answer in the extended entry.)
Pure Play in Adulthood
I started reading this post by Chris Bateman about theories of play and got sucked in despite the jargon, and I'm quite happy about it. It ends up framing a very interesting discussion about games in a light I'd never considered before.
Imagine that "play" is a continuum stretching from freeform, imaginative anarchy ("paidia") at one end to rules-based order ("ludus") at the other. As children, we start out with a natural tendency towards paidia -- we play nonsense games with dolls, we build worlds out of Legos, we bat about aimlessly with sticks, with no rules or direction in mind. (Although one theorist mentioned in the post argues that the unspoken cultural 'rules' underpinning these games are stricter and more elaborate than those you'd find in an instruction manual.) Paidia tends to be short-lived, generally evolving into ludus. As we play with our dolls and our Legos and our sticks, we start developing more and more rules and logical structures for our play. The dolls start acting out a scenario. The sticks find a target and a purpose.
As we age, we tend to skip paidia altogether and head straight for the ludus. Adults play card games and sports and board games with rulesets that are complicated from the outset. And the geeks among us prize those games with incredibly Byzantine engineering -- turn-based role-playing games, for example. These are games that have been carefully designed to incorporate many different patterns of play -- strategy, chance, competition, mimicry -- into a seamless whole.
... Read more ....
December 19, 2005
Virtual Apocalyptic Tourism
Robin says,
Clive Thompson takes a spin around Asheron's Call 2 -- an online game scheduled to power down forever in just a couple of weeks -- to find out: What's it like in a place where the world is literally about to end?
Some people talk about "new games journalism" (c.f. the New Journalism) and I think this piece hits closer to the mark than anything I have yet read.
November 16, 2005
Come Back To Me, Misbegotten Sons of Street Fighter II
Robin says,
NERDS ONLY: Why the Nintendo Revolution is secretly going to return Nintendo to the realm of the hard-core gamer.
It is a spurious argument, perhaps, but an appealing one. It did not always used to be the case that normal people had a PS2 and 12-year-old monster-trading boys had a Gamecube. Nintendo used to rock for all ages.
The larger point in hello, nintendo's blogpost is about the potential radness of the Revolution's controller, mentioned here before. It really is amazing that nobody else stopped to think, Hey, we're making a brand new game console... maybe we should change the controller. Funny how some assumptions are just sooo deep.
October 10, 2005
My Review of "Façade"
Matt says,
Remember how I promised to review Façade? Seemed like too much effort, after actually playing it. Aggregate the thoughts in this thread, and you pretty much have my review. Disappointing, although I'm always happy to see any stabs at innovation.
October 4, 2005
Silicon Scribes Unite
Robin says,
How cool is this? There's going to be a Game Writer's Conference in Austin! I feel that I would enjoy blog-style coverage of this event... I hope somebody steps up to the plate.
Got this from Grand Text Auto and it's reminded me that I still mean to write my review of Facade, the interactive story noted here before. Soon...
October 1, 2005
Video Game Financing
Robin says,
You will need a very high nerd quotient to appreciate this speech by Dean Takahashi, the Merc's video game industry beat reporter, at the Video Game Investor Conference (!) recently held here in SF.
But if you possess such a quotient I predict you will find it rewarding reading; there's a lot of inside-baseball games-industry stuff that was entirely new to me.
September 29, 2005
Indigo Prophecy Released
Matt says,
Remember that awesome-sounding game called Fahrenheit Indigo Prophecy I told you about last June (and updated you on in April)? It's finally out, and fortunately, it still sounds awesome. And it's got a super-respectable MetaCritic score of 85. Sadly, my PS2's in storage till Monday. Still gonna buy it though. (Via Grand Text Auto, which also tags to a long piece by the game's creator about the process of developing it.)
September 18, 2005
Revolution
Robin says,
I was briefly skeptical of Nintendo's new controller design, but this promo just totally changed my mind. It's a little bizarre and over-the-top but I LOVE IT. Or rather, it's a little bizarre and over-the-top and therefore I LOVE IT.
September 14, 2005
Your Parents Help You Hook It Up
Robin says,
The first Zelda commercial (MPEG file). I want to say it's hilariously bad, but I just watched it three times in a row, so I guess on some level it's really, really excellent.
September 12, 2005
Site Discovery of the Day
Robin says,
I just ran across a video game criticism site I have never seen or heard of before -- The New Gamer. Featured on the home page is an essay from June titled discusses God of War: Guilt and Penance in Ancient Greece.
Yeah.
I know it seems too good to be true, but check it out:
While a sense of compassion may not have been what David Jaffe had intended when he created God of War, I'd be lying if I said I felt nothing as I dragged that solider down the hallway to his doom. Despite that, I continued playing -- all the way to the end, never outraged or disappointed in myself enough to cease playing, but then again I had also just solved a 'puzzle', I could revel in the glory that this sacrifice allowed me to dive deeper into the game, and get one more step closer to redemption. But is there redemption for the gamer in a pre-rendered ending?
So yes, it took me about twelve microseconds to add this site's feed to Bloglines.
August 29, 2005
Click Click, Woof Woof
Robin says,
Clive Thompson on Nintendogs, the new, um, dog simulator for the Nintendo DS.
Honestly I don't know what to think about this.
July 5, 2005
Façade Released
Matt says,
The interactive short story Façade has been released. I'll post with thoughts after I play it.
June 7, 2005
Towards An Interactive Story?

You, the player, using your own name and gender, play the character of a longtime friend of Grace and Trip, an attractive and materially successful couple in their early thirties. During an evening get-together at their apartment that quickly turns ugly, you become entangled in the high-conflict dissolution of Grace and Trip’s marriage. No one is safe as the accusations fly, sides are taken and irreversible decisions are forced to be made. By the end of this intense one-act play you will have changed the course of Grace and Trip’s lives – motivating you to re-play the drama to find out how your interaction could make things turn out differently the next time.
Façade is the first attempt I've heard of to make a graphical, interactive, real-time short story. You can call it a game, you can call it (as the makers do) a one-act play. But it's about to be released, and it's been in the works for several years (don't let the low-key graphics fool you).
The drama between Grace and Trip goes on with or without your interaction, but the words you type and the gestures and movements you make affect the narrative. The AI of each of the characters has been programmed to respond to a robust range of natural language.
The makers acknowledge the limitations of the project in their overview:
By the time Façade is done, we will have spent two man-years on authoring alone, but even this results in only a 20 minute one-act play replayable 6 or 7 times before it is exhausted. Furthermore, Façade of course does not achieve general purpose natural language understanding; instead it listens for a large variety of word patterns and phrases focused on the context of its dramatic situation, which feed into a discourse management system.
But even within those limits, if they've succeeded in "design[ing] an experience that provides the player with 20 minutes of emotionally intense, unified, dramatic action," I think they'll have accomplished something wholly new in video game design. I'm very curious to see if they've done it.
Definitely read the overview if this interests you, and you might want to check out The New York Times' preview of the game as well ("This is the future of video games.").

May 23, 2005
PSPreparation
Another entry in the Everything Bad Is Good for You file, this one noted by Chad Capellman over at morph:
I was pleasantly surprised to find out that Johan Santana, he of the 2004 AL Cy Young Award and a ridiculously dominant recent record for the Minnesota Twins, prepares for opponents by locking himself in a room and playing PlayStation.As reported in the recent issue of Sports Illustrated:
Either the night before or on the morning of the game, he'll check out the lineup of the team he's facing, take in how the hitters have done against him. Then, alone on his bed, he'll pick up his PlayStation Portable, plug in the team he'll soon be pitching against for real, and go to work. ..."Believe it or not, sometimes I see things in video games that will come true," Santana says. "Particularly in the last year. They're coming up with some good games, so realistic -- the stats are so accurate, and you can go from there. I'm sure a lot of players will agree with what I'm saying. Because it gives you ideas. I see the scouting reports, though I don't go by that, and in these video games you can see what the hitters have, how to approach them. It's pretty cool.

May 19, 2005
Pushing the Limits (or) To Zerg Or Not To Zerg?
Robin says,
I wish I had more time to write about this mind-blowing entry from Terra Nova. Here's a bit to get you interested:
In fact, one might argue that the hallmark of a good gamer, as compared to a non-gamer who games, might be stated thusly: the gamer knows how to efficiently approach and parse a new world, where the non-gamer doesn't.
This too:
Zergs, by instinct, try to stretch the concept of the group to its natural conclusion: bigger is badder, and badder is a safer griffon upon from to throttle loot from poor souls. Besides, very large zergs have an epic feel… or at least a colorful spread of color and character – as far as they eye can see - between the lagged screen refreshes, that is.
Checkitout!
May 18, 2005
The Hope That Is Nintendo
So, Microsoft and Sony have both busted out with their next-generation game systems: the Xbox 360 and PS3, respectively. They both look ridiculously powerful and full of cool potential.
But where is the game company to which I owe the most allegiance? Where is Nintendo?
As usual, wandering off in some other bizarre direction.
Big N has unveiled its next-generation system, the Revolution, but details are scant. And honestly, the thing doesn't even seem designed to compete with Microsoft and Sony's next-gen machines.
And yet, two things tantalize:
- Is Nintendo building a platform and toolset that will make it possible for normal nerds to once again make games in the fertile darkness of their basements? The possibility is raised by hello, nintendo. Some context: Games have become ridiculously complex and costly productions. It's like making a movie... except... harder. And you have to do it faster. It requires dozens, sometimes hundreds, of people and many millions of dollars. So the indie game makers of yore are few and far between these days, especially on consoles. Could Nintendo bring them back? How?
- Nintendo is also saying you'll be able to play 20 years of awesome Nintendo games on the Revolution. Ya gotta admit... that's cool. Because amazingly, Super Mario Bros. 3, published in 1988, still holds up.

April 24, 2005
Spore Now

I finally gave in and looked at Processing.org, the programming language for artists, and spent a good few hours today agape at the beauty and creativity on display in the exhibitions. Then I encountered Moovl, which stopped me in my tracks.
Remember the Soda Constructor? Well, they've taken that and made it mindblowing.
Moovl applies the laws of physics to your doodles. Remember that Gamespy article about Spore, Will Wright's new game? The article describes character creation in Spore thusly:
The 3D version of the creature editor was amazing, in that the creature was totally configurable. You could stretch and pull and tug or fatten it any way you liked, almost like working with clay. More importantly, you could add functional elements, like heads, mouths, eyes, tails, fins, claws, even legs and feet. Wright proceeded to add not two, but three legs to his creature. Then he let it loose.Now, suddenly, his creature could walk. And he did so -- he walked right out of the sea and onto the land. This incredible moment in the history of evolution was made even more remarkable by the technology behind it: the game had figured out, procedurally, how a creature would walk if it had three legs (it was a kind of lopsided gait, if you're curious, with three steps: left, right, then middle.) No 3D modeler created the creature, and no 3D animator was required to make it move around -- it was all created out of a gamer's whim and a computer program smart enough to make it work.
Moovl can basically do that. Not in 3D, but it's cool enough in 2D that I don't mind that right now. Draw a hilariously simple doodle of a three-legged blob, train three of the feet to move, and voila, you've got a creature.
The official site is targeted to children, and the examples there aren't very inspiring, even though the applet's slightly better. I prefer the pared-down version and its examples over at Processing, especially "lovehurts" and "fistycuffs."
Part of what's amazing to me is how much those simple doodles in motion seem to suggest narratives. The story and the interactivity unite in these very logical rules and relationships which you have the power to build on or alter.
Something tells me that's going to be the storytelling model that ultimately turns video games inside out.
... Read more ....
When Kids Used to Play Video Games
Matt says,
I was going to post a link to Steven Johnson's excellent NYT Magazine article called "Watching TV Makes You Smarter." Now I'll up the ante by also posting a link to a thought experiment on his blog where he asks what today's video game detractors would have said if video games had come before books. Both well worth reading.
April 22, 2005
World of Wikicraft
Matt says,
Lexicon is a game in which you and your fellow players create an encyclopedia for a world that doesn't exist. For example. (Via.)
April 20, 2005
Above and Beyond the Call of Game Development Duty
This kinda rules: The game company BioWare contracted a linguistics Ph.D. student to invent a language for their new game, Jade Empire. Fun stuff:
He set about asking [the BioWare] team questions. He wanted to know the speakers' physiology. If they had no teeth, they wouldn't be able to make a "t" or "th" sound. They had teeth.
Public service announcement: I have just noticed that this blog has descended into abject nerdery: browser enhancements, gadgety cameras, Google Maps, and now video game development. Now of course Snarkmarket loves all of these things. But if you have just come to it in the last week or so, rest assured, we also discuss other topics. Go watch Fredo Viola's video again. We gots culture.

April 9, 2005
Integrated Circuit as Literature
Just after Robin posted this Gamespot link on storytelling and video games, I left for a vacation in Orlando and my parents' dial-up connection, so I could not contribute a proper reply. Here it is.
My favorite text addressing the place of video games within the spectrum of art/literature is Ernest Adams' lecture at the 2004 Game Developers Conference, "The Philosophical Roots of Computer Game Design."
You have to remember that Adams is talking to computer game developers, not academics, so he's reductive at best and flat-out wrong at worst. (You may have to struggle to trust anything he says after he begins by boiling the last 200 years of Western philosophy down to English philosophy -- logical and deductive -- and French philosophy -- touchy-feely. Germans, apparently, need not apply. And of course, you forgot Poland.) But once you get over his sketchy broad-brushing of history, he makes some wonderful points.
Adams maps video game storytelling onto the timeline of modern literary storytelling, and essentially decides that we're just exiting the classical era. This feels spot-on to me. As much as I love Final Fantasy IV, it appeals to me emotionally in the same blunt, soaring, epic way Beowulf does.
Video game storytellers of today, Adams says, are still coming around to the Victorian age:
... Read more ....
April 1, 2005
Indigo Prophecy (Not 9/11)
Matt says,
Remember Fahrenheit? Probably not, 'cause I think I was the only one with a mild fixation on it. Anyway, it's now called "Indigo Prophecy" and it's being published by Atari, not Vivendi Universal. Ostensibly coming out for the PC in June, for the PS2 and Xbox in September. [ Interviews 1 | 2 with game creator David Cage ]
March 20, 2005
Games and Stories
Gamespot surprised me today with a long and detailed feature on storytelling in games by Greg Kasavin. From the intro:
I share the theory that the game industry is like a private eye who's so busy following the wrong lead that he lets his real target slip right through his fingers. Look at what games are doing: They're pushing more polygons and piling on more features. It's the equivalent of adding more explosions to an action movie; at some point, you start to get diminishing returns for your crazy budget even as the whole thing just turns dumb.I think game designers should be pursuing a much more elusive objective: tapping into the true potential of this medium, using it to give the game player an eye-opening, virtually life-changing experience and turning the game player's world completely upside-down. And I believe the only way to accomplish this is through storytelling--using a game to tell a good story. This does not mean tacking a best-selling author onto a game as an afterthought; this means fundamentally constructing a game out of a story.
(Emphasis mine.)
Seriously, I am still waiting for games-as-literature. I just finished a book by Harold Bloom, the guy who argued that Shakespeare literally invented modern consciousness. That claim seems rather, er, extreme, but true or not, I'd love for people to be claiming the same thing about some game designer in a couple hundred years.

March 15, 2005
The Medium You Create By Consuming
Robin says,
More on Will Wright's new game:
He's sidestepped the whole idea of massive teams of content creators in favor of a system of building games based on player-content and emergence. The results are stunning.
It's an incredibly detailed, exciting write-up. If you're at all into video games, check this out.
Via Wonderland.
March 14, 2005
SimEverything
Robin says,
Carol T Chung reports on Will Wright's new game, called "Spore":
You start off as this insignificant bit of bacteria and you grow and evolve through advantageous mutation [...] You go from being bacteria to a galactic god.
On the face of it, this is raddest ever, but then again, the problem with these sim games is the sometimes spurious assumptions made in the algorithms. Well, I guess by "problem" I mean "dissimilarity to actual bacteria → galactic god evolutionary processes," which is probably okay. So never mind, raddest ever.
Update: More deets from Gamespot.
March 10, 2005
Emily Dickinson: The Game
2005 Game Design Challenge: Imagine a game based on... Emily Dickinson.
Will Wright, creator of Simcity, came up with "USB Emily Dickinson":
[...] The idea was to stuff a virtual Dickinson into a USB drive and have her behave like a sort of complex Tamagotchi. When ever she is plugged into your computer she would send you emails, instant messages and basically annoy the shit out of you. Over time she would develop a personality and relationship with you. If she ended up becoming suicidal she would even have the option of deleting herself from the drive. [...]
AWESOME. Other cool ideas, too.

March 9, 2005
That Ruby Sword of Blazing Fury Will Cost You $0.005
Robin says,
Ooh: Next-gen Xbox will include support for in-game micropayments.
February 21, 2005
Citizens of EverQuest
Aeons ago, Clive Thompson wrote up this humdinger about the economies of virtual worlds -- MMORPGs and the like. Because people have begun assigning real-world monetary value to in-game items, the article explained, it's possible to study these games as if they were real economies.
So we can, for example, calculate the Gross National Product of Everquest, as Thompson's economist Edward Castronova decides to do -- it's $2,266 U.S. per capita. ("It was the 77th-richest country in the world," Thompson writes. "And it didn't even exist.")
And of course, we can actually profit from our in-game activities, Thompson reports, enough to pull in a six-figure salary or even power a whole company, with 100 full-time staff members.
The 6,200-word article is somehow chock full of fascinating little revelations. My favorite moment is when Thompson points out that Everquest began as a perfect meritocracy, "the world's first truly egalitarian polity," making it the economist's ideal social laboratory. That realization leads to this:
... Read more ....
January 6, 2005
Time to Level Up
I've talked before about the dearth of good video game criticism; here's a great article on the subject from Westword, via Romenesko. Michael Roberts talks to leaders in the field (there are like, three) and closes with this kicker:
"People ask, 'Where's the Lester Bangs of video-game criticism?'" he says. "And I'm starting to think that might be the wrong question. Video games are a different kind of medium, and they need to be covered in a different way. We can't just borrow all of its idiom from film and rock criticism. But it should aspire to the same kind of quality that critics like Pauline Kael and Robert Christgau established."I see the association as being an expression of game journalism maturing," he adds. "We're trying to do something grown-up with it."
The article has a link to The Video Game Ombudsman, a site I've seen before but was happy to be reminded of.

November 23, 2004
Where is the Xbox's Pauline Kael?
Terra Nova is with me: There's not enough video game criticism.
This last graf is interesting, if convoluted:
But it's an interesting cart-and-horse problem. Do you get a compelling and widespread form of mainstream games criticism only when the demographic of a national population that plays games becomes less isolated, or could the commitment of journalistic resources to developing a games criticism that matches the breadth, relative depth or resource base of film criticism help to write games more visibly into national narratives of popular culture, in line with their economic significance?
I recall someone telling me recently -- who was it? -- that film writing began a lot earlier than we generally realize. Even back in the silent film era, in the earliest part of this century, people were publishing little newsletters with film synopses and recommendations.
And I guess that's about equivalent to the video game journalism we have today... jeez, are we only in the silent film era of video games? Is that heartening or scary?
If Halo 2 is like The Jazz Singer, what's the video game Citizen Kane going to be like? Or Star Wars? Dang!
*Note the absence of quote marks or italics around any of the movie or video game titles. I've decided I'm done with that junk. It's all plain capitalization from here on out. I know you were wondering.

June 28, 2004
Fahrenheit (Not 9/11)

I'll spare you my review of Michael Moore's crockumentary. Suffice it to say I mostly agree with Chris Hitchens. (I know, I know. I just washed my mouth out with soap.)
I am currently crossing my fingers for the dim, but newly existent, chance that someone has answered my prayers for a good adventure game for the Playstation 2.
Fahrenheit debuted at this year's Electronic Entertainment Expo, and according to scattered accounts, it completely knocks sliced bread off the map. It's got a decent basic storyline -- complete strangers in New York are killing each other at random, each enacting the same bizarre ritual before committing the murder -- which you can actually affect depending on your actions in the game. (It starts, by the way, after you've just committed one of these random murders.)
And by affect, it apparently doesn't just mean that you get the Murasame sword with seven jewels of power instead of five if you beat the silver-tongued Gorgon using only copper weapons. It seems there are serious game-shattering consequences for your actions. For instance, you could do one thing and play the game for four hours only to discover that the thing you did four hours ago completely screwed you, and now you've lost. Which has the possibility to be very frustrating, but if the game is dynamic enough to keep you playing, then it could also be very, very cool. From the review I linked above:
There is no inventory in the game, which is intended to add an element of realism. You’ll only have whatever you have in your hand. So, pick up the bloody white shirt. Now you’re holding a bloody shirt; what are you going to do with it? You can’t do much else; you’ve got to deal with this darn shirt in your hands first. If there’s one ridiculous thing we just accept about adventure games (other than it should always be impossible to die), it’s that there’s always room in our pockets for more inventory; whatever size, whatever shape. Fahrenheit confronts that un-reality head-on.
At some point, you will either decide to leave your apartment, or your time will run out and the police will arrive. Here is where the game really gets interesting: at this point, your player-character will become Inspector Carla Valenti, inspecting the recent ritual murder. Lucas Kane is your suspect, and here you are at his apartment. You’ll be seeing the apartment exactly as you just left it—if you had Lucas wash his shirt, you’ll see the clean shirt. If you had Lucas take a shower, you’ll see Lucas with clean arms. Quantic Dream calls this the “Bungee Story”; actions that you take have a direct effect on the plot, and not in a yes/no way; the story will evolve and move in different directions based on the decisions you’ve made as one character.
But the potential for coolness doesn't stop there, sports fans. It seems the game also involves some psychological sophistication. You play four or five characters during the course of the game, some of whom are working at cross-purposes. How strong will your motivation be to clean up an apartment, the review asks, if you know that it makes it harder for your police detective character to succeed at their goal?
As long as the French company that designed the game (and, from its official website, has a pretty poor grasp of English, touting the game's "simplified and really intuitive interface that allows to do an infinity of actions through its unique interface") didn't write the game, I'm looking forward to it. I'll keep you posted.

June 10, 2004
The Uncanny Valley
Snarkmarket favorite Clive Thompson has a new piece up (it's on Slate, actually) about simulated humans that look so realistic they look unrealistic. That is:
In 1978, the Japanese roboticist Masahiro Mori noticed something interesting: The more humanlike his robots became, the more people were attracted to them, but only up to a point. If an android become too realistic and lifelike, suddenly people were repelled and disgusted.The problem, Mori realized, is in the nature of how we identify with robots. When an android, such as R2-D2 or C-3PO, barely looks human, we cut it a lot of slack. It seems cute. We don't care that it's only 50 percent humanlike. But when a robot becomes 99 percent lifelike -- so close that it's almost real -- we focus on the missing 1 percent. We notice the slightly slack skin, the absence of a truly human glitter in the eyes. The once-cute robot now looks like an animated corpse. Our warm feelings, which had been rising the more vivid the robot became, abruptly plunge downward. Mori called this plunge "the Uncanny Valley," the paradoxical point at which a simulation of life becomes so good it's bad.
(Here's a page with graphs to explain it, courtesy of one of Clive's commenters.)
Moving beyond the U.V., Clive's central thesis seems to be that video game developers' efforts to create ever-more-lifelike 3D characters has basically just given us a parade of scary, zombie-eyed skin-puppets. He sez:
Every highly realistic game has the same problem. Resident Evil Outbreak's humans are realistic, but their facial expressions are so deadeningly weird they're almost scarier than the actual zombies you're fighting. The designers of 007: Everything or Nothing managed to take the adorable Shannon Elizabeth and render her as a walleyed replicant.
Now, make no mistake: The Playstation 8 will be rendering characters so sublimely realistic, so human, that they make us feel like walleyed replicants.
But is that even a worthwhile goal?
... Read more ....
May 19, 2004
Less Math, More Myth
FoS* Matt Penniman is writing a new weblog about games and game design with a special emphasis on the precursors to all our fancy Final Fantasies: pen-and-paper role-playing games.
His latest entry talks about the prosaic ways that gods are handled in RPGs, e.g. as normal characters with really high "stats."
That practice has extended into the digital age. Final Fantasy games always end with a battle against a) someone who wants to be a god, b) someone pretending to be a god, or c) a god. And invariably -- even though these omnipotent foes have 45-zillion "hit points" (ah, the hit point: irreducible unit of life in RPGs) -- you end up killing them.
Matt writes:
Reducing deities to game terms (which bear a striking resemble to legal language) is a sure way to suck all the life and mystery out of an encounter with the divine. For a certain style of play, this degree of specificity can be useful -- but I vastly prefer the approach that says, "The gods work in mysterious ways. Mortals cannot fathom their powers and practices."
What would a game with truly mysterious gods look like? Here's a notion: There'd be conversation, not combat. You wouldn't kill God; you'd trick Him, or make a deal with Her.
You know, like in Greek mythology. People were always yanking Zeus's chain, right? And setting up weird bets with Hades.
... Read more ....

