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Brett Boessen

Playfic - 5 views

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    Someone took Inform 7 and made a webapp out of it!
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    Nice find!
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    Yes indeed. I wonder if it's easier than author in than Inform.
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    Looks like its just a port of Inform to a web interface: same two-part backstage/frontstage formatting of the screen, same language engine running it. The difference, which is pretty awesome, seems to be that you can post your stories to their site so others can read and comment on them. (If I'm reading it correctly.)
Ed Webb

Home : Inform - 1 views

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    New home of Inform 7 interactive fiction platform
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    Very different presentation. Thanks, Ed.
Ed Webb

BLOG « failbetter - 2 views

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    I sense possibilities. Maybe it will be a little more user-friendy than Inform 7.
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    I've been playing around with it a little bit; had my students look at it briefly last week. It is *more* user friendly in that there are forms and boxes for you to input your story elements (ie, a little more visual than Inform). It is *less* useful in that the product is always in the Fallen London format, ie, cards/decks are "dealt" and story elements are uncovered in a point-based system. So if you're not looking for that particular format to deliver your story, I'm not sure it's as flexible as Inform is. But I think it's pretty neat that they've opened up their process to the public, and their wiki is CHOCK full of ideas, tips, hints, and other useful stuff for producing an engaging story of the Fallen London variety. And, they've got a new game to play in addition to FL called Cabinet Noir which is set in Richelieu/Musketeers France and is fun in a more historically accurate (maybe?) way than FL was/is. Kudos to Failbetter all around, if you're into IF. :)
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    Pretty usable. I quickly generated a French Revolution game/story. Would be fun to do that right.
Ed Webb

M/C Journal: "Artificial Intelligence" - 0 views

  • Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source.
  • The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists.
  • a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play.
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  • elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal.
  • The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property.
  • lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions.
  • To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses.
  • “oral tradition”
  • hroughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order.
  • The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era.
  • In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.”
  • The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries.
  • In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.”
  • Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see.
Ed Webb

Postings of a Troubled Mind - WSJ.com - 2 views

  • At times, Mr. Loughner seemed to be reaching out to fellow gamers for help and advice, albeit in a disturbing way. Sometimes they offered it, such as giving him pointers about job hunting. At other times, his postings seemed so outrageous that the gamers mocked or ignored him. The online postings, written using pseudonyms, were shared with the Journal by a person who had access to them. Two fellow gamers who participated in the online forums say the author was the accused gunman, and some of the postings discuss incidents from Mr. Loughner's life that others have corroborated.
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    The chat forums associated with games could be mines of information for the right research project. I hope they rarely become newsworthy in this way.
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    Good point. Gaming discussion has grown into a wide field for all kinds of research. I'm waiting for "gaming made him do it" arguments to appear.
Ed Webb

BBC News - Blizzard cuts off Iranian access to World of Warcraft - 0 views

  • "This week, Blizzard tightened up its procedures to ensure compliance with these laws, and players connecting from the affected nations are restricted from access to Blizzard games and services," read the statement. Unfortunately, said Blizzard, the same sanctions meant it could not give refunds to players in Iran or help them move their account elsewhere. "We apologise for any inconvenience this causes and will happily lift these restrictions as soon as US law allows," it added. Although the block on Wow has been imposed by Blizzard, other reports suggest a wider government ban might have been imposed. Players of Wow and other games, including Guild Wars, said when they had tried to log in they had been redirected to a page saying the connection had been blocked because the games promoted "superstition and mythology". Blizzard said it had no information about Iranian government action against online games.
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    Interesting to compare this with those various US moves against Euro banks for trading with various enemies.
Bryan Alexander

Deadline approaches for students to complete "Agent of Change" - 0 views

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    "Last month, students received an email from CSUN President Dianne F. Harrison, Ph.D. requiring completion of "Agent of Change," an online education course that provides information about sexual violence and provides opportunities to practice skills for preventing sexual violence, or have a hold placed on their Fall 2015 registration."
Ed Webb

Serious Gaming and Simulations - the Power and Potential for Peacebuilders | United Sta... - 0 views

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    Shalom Staub spotted this - may be of interest to some of the group
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    Ed and I both had the opportunity to listen in to some of the sessions. We agreed that the most interesting and useful information for our community was presented by the developer of A Force More Powerful. A newly designed, open-source, game on conflict resolution will be released in November 2009. The open-source design will allow people to add real or imaginary conflict scenarios as game modules.
Bryan Alexander

Learning the art of creating computer games can boot student skills - 2 views

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    Computer games have a broad appeal that transcends gender, culture, age and socioeconomic status. Now, computer scientists think that creating computer games, rather than just playing them could boost students' critical and creative thinking skills as well as broaden their participation in computing." id="metasummary
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    I totally agree. But from my experience having students write interactive fiction in a senior seminar, this is a very time- and resource-intensive way to impart those skills. Not sure it is doable as part of a broader course. Perhaps a full course in game design is yet another thing to add to the stack of basic literacies in the general curriculum...
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    Perhaps thinner and/or lighter projects would work better. Thinner: spread the work even further across a class. Individual projects ->groups, groups ->whole class. Lighter: even easier to use tools. Inform is pretty easy, though...
Ed Webb

Home | Project Terra - 4 views

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    Very interesting. The website is thin on information, but the fora look pretty active. Who's behind this, just some hobbyists?
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    I think one person is building it, with lots of input from the community. The latter is large and active mainly due to migration from Cybernations and NationStates, so far as I can tell. Experienced players & groups from both games have plenty of suggestions...
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    Cool. I'll check it out.
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    This is now up for sale, after a hiatus of the site being down. Looks like he'll take $300 for it, or release it to public domain for the same amount.
Bryan Alexander

"Winning Fafnir's Gold: Teaching with Digital Game-based Fiction" - 2 views

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    Chris Fee's talk about teaching with Inform.
Rebecca Davis

Videogame preservation and massively multiplayer online role-playing games: A review of... - 0 views

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    Videogames are important cultural and economic artifacts. They also present challenges that anticipate the problems inherent in any complex digital interactive system. Not only are they digital and hence very difficult to preserve but they also are software systems that have significant hardware, peripheral, and network dependencies, which are difficult to collect and formally represent. This article reviews the literature related to videogame preservation. In addition to covering the traditional technology-related issues inherent in all digital preservation endeavors, this review also attempts to describe the complexities and relationships between the traditional acts of technology preservation, representation, and collection development. Future work should include the identification of important user groups, an examination of games' context of use, and the development of representational models to describe interaction of players with the game and the interactions between players playing the game.
Bryan Alexander

The Plan - SIM2012ISA - 5 views

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    To engage international relations and area studies professionals in virtual and real games of domestic and international relations taking place during a global information age with rapid change, turmoil and instability.
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    Interesting (and off-putting) that they chose Facebook as the main communications platform. One has to join a FB group to participate. Then again, it's organized by Israelis, and FB is even more ubiquitous in Israel than in the US.
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    Good point. I wonder why FB. Easy tool for adding and accessing content, if it's that widespread among their population.
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    I've seen lots of DH projects that attempted to build their own independent social networks. It's an incredibly steep uphill battle.
Bryan Alexander

Make Your Own Middle East - 1 views

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    A fun idea with some good information. Too narrowly constrained, though.
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