Video Games

Brief glimpses into the present …

… offered without context.

 

Recently assembled cultural artifacts

I was at a conference called NewsFoo this past weekend. In sessions and in conversations throughout the event, folks shared a number of impressive or memorable cultural artifacts they’d encountered; I wrote down as many as I could. I often stupidly neglected to note who pointed out what. Where I’ve remembered the source, I’ve included her. Thanks to everyone who shared!

First, some British psychedelia from Alastair Dant and Nicola Twilley — a show called “The Magic Roundabout” that was apparently pretty fantastic:

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World of Jesus

There are many invented scenes, places, characters, and events I love in my friend and colleague’s novella Annabel Scheme, but my favorite invention is probably the fictional MMORPG “World of Jesus.” An online VR game set in Palestine at the time of Christ. 

Here’s why I’m writing about it. Read Write Web has a short write-up of virtual ancient worlds, mostly created by libraries, museums, and universities:

When the first immersive 3D games came out, I asked a programmer if he knew of anyone who had used that technology to create a Virtual Ancient Rome or Virtual Ancient Athens. I loved the idea of walking around in a place whose current face was changed out of all recognition from its golden age. He shook his head. Creating virtual worlds was way too time consuming and required too much specialist knowledge and so was too expensive. A virtual Rome wouldn’t create the profit that Doom did.

Fast forward a decade and the programming necessary becomes easier to do and the number of people who know how to do it have increased substantially. The costs involved in creating a virtual world have decreased at the same time that academic and scholarly institutions have become much more willing to invest in it.

There are terrific settings here: Rome, Athens, Tenochtitlan, and Beijing’s Forbidden City. But — and I think this is surprising — no Jerusalem. No World of Jesus.

For those who haven’t read the book, on its face, the game’s name sounds like a clever zinger, like something that would be the punchline to a joke on Futurama or at a relatively hip Bible Camp. But what I think Annabel Scheme does particularly well is pushing past surface details and cute references to dwell within its two worlds, the technological and the spiritual, taking both of them seriously. I can’t think of any better manifestation of that than “World of Jesus.” The character who plays the game believes in this world and his place in it: his religious faith and his technological faith are one and the same, turning a mechanical ritual into treasures in heaven. And so we believe in it, because it’s a reflexive, self-allegorizing move too: for the reader, the fictional San Francisco of Scheme and Hu is just as much a virtual world, with its own enticements, traps, rules and ways to break them, as “World of Jesus” is for them. Dreams within dreams, virtualized virtuality.

It helps that Robin brings some of his most evocative and affecting writing in this chapter, too, as his AI narrator Hu becomes “embodied” for the first time in the world of the game:

The first thing I noticed was the light. 

My eyes opened in a small, simple house with wooden shutters, and the light was peeking in through the cracks, picking up motes of dust in the air. I’d never seen anything like it. Are there motes in the real world? Scheme’s earrings didn’t show motes. 

In World of Jesus, you could choose between looking over your character’s shoulder or through its eyes. I saw myself from behind, then spun around: I’d chosen the girl in silk. 

Then I switched to see through my own eyes. All I ever did was look over Scheme’s shoulder. I wanted a new perspective. 

The door opened automatically. Outside, the sun beamed in blue-gold through a scrim of tall cedars and fell in wide bars on a dusty, stone-paved street. Everything looked… mildly medieval. I had a feeling that this Jerusalem was not historically accurate. 

I lifted my eyes to the sky, and it felt like my heart was going to jump out of my chest. It was probably just my eight processors all seizing up at once; I wasn’t built for this. Grail servers are optimized to process gobs of text, not 3D graphics, so the carefully-crafted World of Jesus was a new exertion.

I didn’t care. That sky. It was the most beautiful thing I had ever seen. White curls and wisps dotted the glowing blue bowl. I couldn’t do anything except stand and stare. 

A voice crackled: “Hu, is that you?” 

I turned. It was a woman in a simple gray tunic, with red hair just like Scheme’s. 

Yes, it’s me,” I said—and realized that I spoke like everyone else. 

Let me tell you something: I think that if a game company were to make it, and do it well, “World of Jesus” would be a smash hit. If you wanted to get your Warcraft on, you could play as a centurion and slash-and-hack Persian armies and crucify dissidents. Or you could be a Jewish rebel fighting to overthrow the Romans. Maybe you’re a female disciple, fighting to retain women’s leadership roles after Christ’s death. Or you’re a regular person: a tax collector, a fisherman, a falafel merchant. An online RPG that doesn’t necessarily have to be about how many people you can kill. (See: “A four-year-old plays Grand Theft Auto.”)

Many faiths, many ages, many games within games. Or if you wanted to play in story mode: what a story!

 

I’m talkin’ about your momma

Well, NPR is:

The average Farmville user is a 43-year-old woman. More women than men are “avid” users of social games like Farmville. Women are more likely to play these games online with their relatives and real-world friends than men. Two-thirds of these social gamers play at least once a day. One in four spend money playing them. 

All Facebook’s Application Statistics show that Farmville will soon have more than 80 million active users on Facebook — 31 million of those will be playing Farmville daily…

This new data challenges some preconceived notions about just who is actually playing games online. The image of the nerdy, male, mid-thirties recluse, playing shooting games over the internet with fellow nerdy, male, mid-thirties recluses on the other side of the world might be forever shattered.

The craziest statistic? Of the 200 million people who log into Facebook each day, 15 percent of them are playing Farmville.

And now we know that one of them might very well be your Mom.

Via.

 

My first “video” game

After we retired the Atari, my brother bequeathed me his Commodore 64 and his collection of 5.25″ floppies. Few of the disks had proper labels. Here and there you could make out a word crummily penciled onto an aging sticker. I dimly understood that most of the set had been copied from copies of software owned by my brother’s friends, but mostly, I just knew that they were mine now.

Far too much of my childhood was spent methodically inserting floppy after floppy and uttering the magic words that would reveal its secrets: LOAD "$",8,1

A jumble of code would cascade onto the blue screen, the processor would begin to whir, and after a few minutes, more often than not, it would groan and cough and settle to a halt. This meant the disk had been corrupted.

But every now and then, I’d slip in a disk and something marvelous would occur: inside the computer I could hear a stirring accelerating into flight, the cursor on the screen would disappear, the field of blue would change to black or white, and a program would begin.
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Nobody’s Talking About Polygons Here

The thing I like best about Seth Schiesel’s NYT piece on The Beatles: Rock Band is that it’s entirely about the game’s cultural impact, the way it fits into our world. There’s a bit about the play mechanic, too, for those unfamiliar with Rock Band. But nothing about the technical dimensions of the game—not the barest mention of framerate or polygon count or HDR lighting effects or clever combo systems or… ahhh.

I know this isn’t unique, and game criticism has been getting a lot better in the past few years. But that the piece could hinge on this claim—

By reinterpreting an essential symbol of one generation in the medium and technology of another, The Beatles: Rock Band provides a transformative entertainment experience.

In that sense it may be the most important video game yet made.

—seems like a watershed to me. Even if he’s wrong, I love the fact that Seth Schiesel can make that claim and then spend the rest of the piece trying to back it up.

 

While My Guitar Gently Beeps”

If you were planning on not reading this week’s NYT Mag cover story because it’s, um, about Guitar Hero, reconsider. It’s really good. And the photo at top is mesmerizing. (And whoever came up with the headline, I salute you.)

 

You Won’t Find These on Threadless

Oh man, how much do I love these arcade boot-screen t-shirts?

20090805_boot.png

Reminds me a bit of Gerhard Richter’s stained-glass pixels. Or maybe it’s the other way around.

 

FF4-ever

We already know how much I love Final Fantasy IV and its immortal score. So even though this appeared on MeFi weeks ago, it’s clear that it would find its way here eventually:

The geniuses over at OverClocked ReMix have given FFIV the full OCReMix treatment — an entire album of Final Fantasy songs, re-imagined in something other than midi. My first love, the “Red Wings Theme,” has been transformed into “Full of Courage.” (Incidentally, I think “Full of Courage” is a very valiant attempt, but it sadly neglects the song’s longing in favor of its bombast; it’s like John Williams’ take on Nobuo Uematsu.)

The album’s available as a free download, natch. Let me say it again: I LOVE the Internet.

 

Gratuitous Space Battles

Seems like the essence of a good video game is (sometimes) figuring out what a player really wants to see on the screen, and then engineering a system to conjure up that screen as reliably as possible.

I feel that the designers of Gratuitous Space Battles have done exactly this.