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anonymous

A Virtual Weimar: Hyperinflation in a Video Game World - 1 views

  • But in the last few months, various outposts in that world — Silver City and New Tristram, to name two — have borne more in common with real world places like Harare, Zimbabwe in 2007 or Berlin in 1923 than with Dante’s Inferno. A culmination of a series of unanticipated circumstances — and, finally, a most unfortunate programming bug — has over the last few weeks produced a new and unforeseen dimension of hellishness within Diablo 3: hyperinflation.
  • In casual use, the term “inflation” is used in conjunction with price increases. From the perspective of the Austrian School of economics, though, that phenomenon is a secondary effect of increases in the money supply.
  • Furthermore, inflation is not simply an increase in the supply of money within an economy; it is the increase in that portion (if any) not backed by a commensurate increase in specie
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  • As virtual currencies are digitally-created and not commodity-backed — therefore, not particularly dissimilar from real world currencies in this day and age — those such as Diablo 3’s gold are de facto fiat currencies.
  • Faucets are ways through which game currency is injected into the game. This generally involve players receiving currency from the game system itself, as opposed to other players.
  • Sinks are ways through which game currency is removed from the game. This generally involve players paying currency into the game system itself, as opposed to other players.
  • The establishment by Blizzard of a real money auction house (“RMAH”) alongside a virtual gold auction house in the game provided players with an incentive to both farm the game for real world profits and to pursue arbitrage opportunities. The RMAH was also created, at least in part, to disincentivize players from patronizing third party markets outside the game.
  • Nevertheless, bots — automated game participants whose sole purpose is to farm the game world for items to sell — quickly emerged.
  • Although its anonymity may make it subject to skepticism, several weeks after the game’s debut a source claimed that there were at least 1,000 bots active 24/7 in the Diablo 3 game world, allegedly “harvesting” (producing) 4 million virtual gold per hour.[4]
  • The combined effect of heavy bot activity and insufficient sinks immediately impacted the gold markets, and inflationary pressures were soon apparent.
  • The RMAH had minimum and maximum dollar amounts for in-game gold transactions: $0.25 minimum, $250 maximum. Market participants were also limited to dealing in increments of a certain size, called a “stack.” The “stack” was initially set to 100K gold. But as gold prices fell owing to rapidly building supply, the stack size was changed in August 2012 to 1 million. This practice, known as redenomination, is a fairly standard (if cosmetic) method of addressing inflation, but was viewed by some players as tacit devaluation.
  • To be clear, at the time at which the redenomination was introduced, gold was still trading above the floor rate. But being artificial, caps and floors not only prevent markets from clearing, but give black markets a target to undercut, to say nothing of offering players an opportunity to avoid the 15 percent fee — another intended gold sink — levied upon transactions within the auction house.
  • By early 2013, the gold price had fallen to the exchange floor set by the game managers — $0.25/million — and players began to show signs of concern.
  • Hyperinflation is the economist’s equivalent of an astrophysicist’s quasar cluster or a marine biologist’s dolphin “stampede”: a rare exhibition of a unique set of circumstances which arise infrequently and are closely studied when they materialize.
  • Such events are exotic enough that they become legendary: many individuals knowing little about monetary policy are aware of the recent outbreak in Zimbabwe, or familiar with the defining instance in the post-WWI Weimar Republic.
  • Economically, the tipping point in the transformation of inflation into hyperinflation is characterized by a profound drop in the outstanding demand for money
  • when holders of money expect the supply of money to increase — particularly without any sense of timing, bounds, or other guidance
  • monetary demand in the present drops in favor of surrendering money for vendibles.
  • The focus of possessors of money, therefore, devolves into an effort to capture known, present purchasing power against the likelihood of its decline in the near future.
  • If historical cases of hyperinflation — real, and now virtual — have one thing in common, it is the instinct among its victims to blame the symptoms rather than the disease.
  • The Austrian economist Hans Sennholz noted that during the German hyperinflation, “intrigue and artifice” were believed to be at work.[12] Similarly, a handful of Diablo 3 players, frustrated about the decimation of their purchasing power, expressed increasing suspicion of manipulation and conspiracy theories.
  • While RMAH prices for virtual gold rallied occasionally, the prevailing direction of black market prices for virtual gold was inexorably lower as third party sellers undercut the in-game gold floor.
  • Several competing definitions for hyperinflation exist, with the strictest — an increase of 50 percent in one month — defined by economist Philip Cagan in his 1956 book The Monetary Dynamics of Hyperinflation.
  • On May 7th 8th, 2013, Blizzard rolled out Patch 1.0.8, which contained the seeds of the last, hyperbolic surge of gold superabundance.
  • In just a few hours, the already gold-swamped economy saw trillions more created: a mammoth deluge of, by then, worthless virtual gold chasing finite goods, driving prices upward in leaps and bounds.
  • It was, at last, the hyperbolic blow-off characteristic of real world hyperinflationary episodes. Some of the price increases (in Diablo 3 gold) are shown below: 2013 avg price 1-6 May avg price 7-8 May price radiant star amethyst 17.4M 41.2M 85.8M radiant square ruby 187K 260K 337K flawless square topaz 491 5,170 8,700 star emerald 764K 1.1M 1.6M tome of jewelcrafting 694 3,400 3,100
  • And in a noteworthy departure from real world hyperinflation, rather than resorting to barter (which frequently takes the form of food for skilled labor), as runaway inflation became hyperinflation, many chat channels — through which some measure of trade was consummated — seem to have fallen empty: without a need to eat or clothe oneself in the virtual world, some players simply appear to have turned away.
  • Blizzard quickly closed the in-game auction houses and audited transactions which took place during the blowout, banning players who took advantage of the bug and donating the proceeds of certain sales to charity. The gold stack size was also moved back from 10M to 1M.
  • Remembering that game economies are private and players are voluntary members, there’s no explicit mandate to ensure rigid inflation control as one often sees (however rarely pursued) in public economies.
  • More critically, though, whether structured as auctions or exchanges, markets must be allowed to operate freely, without caps, floors, or other artificialities. Unrestricted (real) cash auctions would for the most part preempt and obviate black markets. [24]
    • anonymous
       
      Kirk Battle remarked: "Which would completely kill the game."
  • By no means does this analysis intend to equate the actions of virtual gaming firms with the policies of governments or central banks, or to malign their indisputably talented managers, designers, and programmers.
    • anonymous
       
      Kirk Battle's Comment: "Bullshit. It's a huge indictment of their capacity to fix or resolve market pressures because these number jockeys were sitting there with perfect info and still couldn't do it."
    • anonymous
       
      Side note: I more fully understand why Valve hired a hotshot Economics dude.
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    "in the last few months, various outposts in that world - Silver City and New Tristram, to name two - have borne more in common with real world places like Harare, Zimbabwe in 2007 or Berlin in 1923 than with Dante's Inferno. A culmination of a series of unanticipated circumstances - and, finally, a most unfortunate programming bug - has over the last few weeks produced a new and unforeseen dimension of hellishness within Diablo 3: hyperinflation."
anonymous

The Debt Ceiling Deal: The Case for Caving (Part 2) - 0 views

  • Game theorists distinguish between “cooperative” and “noncooperative” games.
  • A cooperative game looks to divide a pie in a way that leaves both sides with trust in the process.
  • The object of the game, as each leader described it, was about how best to divide the pain of closing the deficit, in the same way a family sits down to a pile of bills on the kitchen table.
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  • The two parties in Washington pretended to be playing a cooperative game this summer.
  • The President’s bipartisan commission on deficit reduction, set up late last year and chaired by Democrat Erskine Bowles and Republican Alan Simpson, also played a cooperative game.
  • A noncooperative game lacks a higher authority to impose agreements on both sides.
  • In Washington, no politician is bound to reach a compromise to solve any long-term problem. Everyone, however, is playing a game called “election,” and the only possible goal in that game is to win the next one.
  • If you hear someone in Congress say, “Senator X is just playing politics,” a perfectly legitimate response is, “She has to. Those are the rules of the Constitution.”
  • Anyone who promises to fix or change Washington is merely attempting to impose a cooperative game on a town that, by design, can’t play one.
  • A game theorist would say that the President is trying to play a cooperative game in a town that can’t play along with him. The trouble for the White House is that the Republicans aren’t playing a game called “fix the budget deficit.” They’re necessarily playing one called “defeat Barack Obama.” A reasonable offer seldom works in a divorce; there’s no reason to expect it would in Congress.
  • Obama and the House Republicans, says Steven Brams, were playing chicken this summer, a noncooperative, non-zero-sum game in which both players can lose.
  • Brams argues that there’s no value in trying to determine whether anger is real or feigned; it has the same effect either way.
  • frustration can actually turn a noncooperative game cooperative
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    Part two of the article, because there isn't a 'single page' option. Booo.
anonymous

Return to Nothingness - 0 views

  • The major difference between Tetris and other games is the simplicity of its construction and complexity of play. Most importantly, it is a game that does not have a goal or end. There is no castle to storm or high score to achieve – the only way to end your game is to lose.
  • It has also been shown to have beneficial effects outside the game itself, making it a powerful tool for personal development, mirroring certain aspects of Confucian ritual.
  • There are many aspects to Confucian thought, but ritual (whether complex or mundane) stands out as a core belief that enables one to transform laborious tasks into care-free instincts. Ritual to a Confucian would include both ceremonial functions and, more importantly, personal routines comprising everyday life.
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  • Any game resembling Mario does not represent a ritual in the way I am defining it; it is merely a task (which, most would say, is an enjoyable one). To access the self-improving ethos of ritual, there must be more than set goals to complete. To play Tetris well, you must figure out new ways to play it, so your advancement in skill is about advancing your own learning.
  • Hank Rogers, the man responsible for bringing Tetris to Nintendo and the rest of the world, says of the game “It satisfies a basic human desire, and that is to make order out of chaos.” If this is true – and I would posit that it is – then Tetris accesses a basic human desire that was the genesis of rituals in ancient China.
  • if one is responsive to the natural structure of the game and plays it with a will to learn rather than overcome, Tetris can be a method of personal cultivation. It is a matter of finding one’s balance and then responding instantaneously to a number of stimuli, letting all affect the outcome for the better.
  • I have watched as my mother discovered the game (after my suggesting that she try it), and to see her moving the bricks at first was exhilarating to me simply because it was so true to how one should play the game: without any conceptions of skill or strategy. When confronted with this unknown challenge, I think the human mind will attempt to play Tetris in a way that is respectful to the game, but without skill. This is not completely different to the way in which we should be reverent to other people, the order of things, or when encountering anything greater than ourselves.
  • In addition, Tetris is about repeatable, consistent improvisational problem solving, not about having that one lucky shot or burst of successes.
  • Playing Tetris in the right way leads to a sense of harmony with underlying principles, but because of the randomness of the game, it is impossible to conform to a set of goals.
  • There are many ways to play Tetris, but they can be organized into two categories: to try to win or try and play well.
  • The first anecdotal evidence that Tetris provided lasting effects came soon after its inception into pop culture and was called the “Tetris Effect.” Gamers would report seeing falling blocks after playing, or obsessions with trying to organizse everyday objects into small spaces like little blocks.
  • Mihály Csikszentmihalyi, the renowned psychologist responsible for bringing forward the theory of “flow” talks at length in various books about his desire to move away from psychology obsessed with instinct and drives, saying instead that we are more about focus than desires.
  • And not only does it allow me to reflect, my level of clarity is directly connected with my progress in the game. If I have a calm and levelheaded approach to my life, I can attain a calm instinctive playing style.
  • It is a fulcrum around which both subconscious and conscious thought can pivot to find a level with each other.
  • Tetris, in its highest and purest form, is about learning how to fail.
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    By Angus McCullough at 3 Quarks Daily on May 31, 2010.
anonymous

Jam and Game Reviews - 0 views

  • The list admittedly looks a bit sexist by today’s standards, but it illustrates the idea well.
  • Wilson and Schooler were curious about something. Some of their previous research had suggested than when asked to analyze their reasons for making decisions or ratings, people tend to screw things up. The theory goes that we are often aware of our preferences for products (or art, or whatever), but when asked to explain WHY, we often feel obligated to include the most salient (that is, apparent) and plausible explanations. Even if we would have otherwise ignored them.
  • Puny humans are pretty bad at combining an array of weighted factors so as to arrive at a rating or decision –it’s just not how our minds were designed. Jelly or game review guidelines that require us to over analyze our decisions or check them off against a standardized list of factors (graphics, sound, etc.) can exacerbate this limitation and lead us to consider what should be irrelevant information when making our ratings.
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  • This is one reason why I prefer more organic, experience-based evaluations of games from message boards or podcasts rather than formal game reviews.
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    "For every one of us, making decisions is part of hour daily human existence. Most of them are of little consequence -what to eat, what movie to see, what video game to buy- so we have developed an astonishing array of mental short-cuts to make these kinds of decisions comparatively quick, easy, and not too mentally taxing. We may eat what we have eaten and enjoyed in the past, and by and large we use simple decision rules such as "I like this genre" or "I like this developer" to choose movies or games." By Jamie Madigan at The Psychology of Video Games on August 18, 2010.
anonymous

Gaming Tree - 0 views

  • Socially conscious games -- as well as educational ones that raise social issues -- have increasingly been making headlines.
  • But are kids and their parents paying attention? Apparently, they are. A 2008 Pew Internet & American Life Project study of 1,102 U.S. teens ages 12 to 17 found that 97 percent of them play some kind of digital game, with 44 percent saying they play games that teach them about "a problem in society." The games about the U.S. government have generated a significant following. Fifty-seven percent of students who played Do I Have a Right? -- one of the first free Web games iCivics released last yearin the classroom went on to play it, unprompted, at home. In addition, 550,000 unique players have played the three judicial branch games featured on Ourcourts.org more than 700,000 times, per iCivics.
  • These numbers have not gone unnoticed by philanthropic experts, especially with charitable giving taking a dip since the recession. But they don't want to reach adults only; they feel it's an opportunity to attract a younger audience, too.
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    Can gamers bring about social change? AdWeek explores the question in their special digital issue on gaming. There's a desire among some gamers to show that the medium can do more than just entertain. I'm skeptical, but I'll reserve my judgment for now.
anonymous

Theme is Not Meaning (Part I) - 0 views

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    "This disconnect leads to some interesting questions. Does a game's designer have the right to say what a game is about if it doesn't match what's going on inside the players' heads? And if the designer doesn't have this right, then does a game's official "story" ever matter at all because it can be invalidated so easily? Isn't a game about what one actually does during play and how that feels to the player? Ultimately, designers need to recognize that a game's theme does not determine its meaning. Instead, meaning emerges from a game's mechanics - the set of decisions and consequences unique to each one. What does a game ask of the player? What does it punish, and what does it reward? What strategies and styles does the game encourage? Answering these questions reveals what a game is actually about."
anonymous

Playboy, pencils, bags of cash: Don Bluth's sordid gaming history - 0 views

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    "It was an odd invitation, and one that was impossible to turn down. Don Bluth was doing promotion for Tapper: World Tour, and he was available for interviews during the Game Developers Conference. The legendary animator had started at Disney, and then went solo to work on movies and projects as diverse as An American Tale, the Secret of NIMH, Titan A.E., and, of course, the Dragon's Lair arcade machine. Now, like everyone else in the world, he has made an iOS game, giving the bar-game Tapper a new look for modern audiences."
anonymous

We Need to Stop Saying That Games Tell Bad Stories - 0 views

  • I’m not saying that we should stop evaluating particular games’ efforts at telling stories and calling out the bad ones.  I’m just saying that Portal tells a helluva story.  It’s smart, it’s funny, it has a great villain, and it has rich themes.
  • I actually care about stories in games and why I will call out weak stories in games for being weak—because I know that games still can frequently be good, funny, dramatic, tragic.  But observing that good ones are outside the norm for the most part is something as obvious as rain being wet. 
  • the dross has been sifted and because garbage doesn’t survive well over the ages.
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    "It has become a kind of self deprecatory mantra of the games criticism community: video games generally don't tell very good stories. Which is true. And we need to stop saying it. Heard of that medium called the movies? Yeah, most of them are terrible. Heard of film critics? Those guys know that movies are generally pretty lousy, but they don't talk about it all the time, nor do they apologize for it."
anonymous

The Debt Ceiling Deal: The Case for Caving - 0 views

  • Failure to reach a deal threatened to bring on the economic equivalent of a nuclear winter. The leaders of the two parties, Barack Obama and Speaker of the House John Boehner (R-Ohio), appeared to grasp this, but a vocal band of “Tea Party hobbits,” as their fellow Republican, John McCain of Arizona, dubbed them, refused to go along.
  • Trapped in a classic game of “chicken”—a term game theorists use, too—in which both players entertain the option of killing everyone, the President did what game theory suggests a rational actor would do. He recognized his potential maximum losses were greater than his opponent’s. He caved.
  • for all the collective self-loathing that attended the debt ceiling talks, it’s important to remember that, like just about everything in human behavior, it was still reducible to a game. Looked at through the prism of game theory, it’s hard to see how the outcome could have turned out any other way.
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  • Crucially, game theory assumes that no one is crazy, and it’s true in life that almost no one ever is. There’s also a pragmatic reason to treat your opponents as sane: You can’t make predictions about their behavior unless you do.
  • People act crazy, but they’re at their craziest when they want something. All you can do in response is to make your most honest estimate of what the crazies actually want, and respond as if they are methodically pursuing it.
  • There is no advantage to be gained, for example, in pointing out that Kim Jong Il is a potbellied nut job in a bad suit. Everything he’s done during his reign as North Korea’s leader suggests he’s an amoral, but sophisticated, negotiator. Unpredictability, says Brams, can be a smart strategy.
    • anonymous
       
      When I was a kid, I remember hearing that Saddam Hussein was 'crazy'. I suspect that it's the only conclusion if you can't see connections.
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    "Game theory does not concern itself with good and evil. It seeks to predict not which strategies are just, but which are most effective. John von Neumann, a Hungarian-born polymath with a sideline in predicting the blast radius of an atomic bomb, co-authored the discipline's seminal work, Theory of Games and Economic Behavior, in 1944."
anonymous

Why Mass Effect is the Most Important Science Fiction Universe of Our Generation - 3 views

  • Think of the Big Issues in your favorite series. Whether it is realistic science explaining humanoid life throughout the galaxy, or dealing with FTL travel, or the ethical ambiguity of progress, or even the very purpose of the human race in our universe, Mass Effect has got it. By virtue of three simple traits – its medium, its message, and its philosophy – Mass Effect eclipses and engulfs all of science fiction's greatest universes. Let me show you how.
  • As a vessel for an epic science fiction narrative, the medium of action-adventure game affords three immediate advantages – setting, casting, and emotional involvement.
  • The first advantage, setting, involves the portrayal of alien species and alien worlds with ease.
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  • Because they are filmed with human actors, series like Star Trek and Star Wars leverage mostly human and very humanoid (vulcan, bajoran, betazoid) characters. Even though we are told humans are only one race among many, we somehow always end up running the galaxy and living everywhere. All the important characters who get the most screen time are human beings.
  • Run around the Citadel and you'll be damned if you find more than two or three humans out of hundreds of citizens milling about, shopkeepers hocking their wares, and government officials eyeing you suspiciously. The entire government of the galaxy, known as the Council, is run by non-humans. The majority of characters on screen at any given time are alien.  Being able to render any race with equal ease means that as a human, you truly feel like the minority species we are.
  • Second, the ability to customize the cast of Mass Effect is only possible with a video game.
  • I can't very well rewatch all of Star Trek: The Next Generation with a female Picard of Middle Eastern descent who grew up on a space station. Mass Effect gives me that option with Shepard.
  • Third, and for the sake of narrative, perhaps the most intriguing, is the player involvement in ethical decision making.
  • The critical difference is the duration and scale of the consequences of the decisions made in Mass Effect.
  • First, decisions are not a function of gameplay but of narrative.
  • Second, decisions are persistent through each installment in the series.
  • Further, each decision is clouded by an insufficient amount of information. Players often act in the dark, evaluating and analyzing the he-said-she-said of characters whose motivations are rarely selfless or noble.
  • A prime example is that even during rousing speeches, the player is able to make on-the-fly decisions that alter the pathos of Shepard's rhetoric.
  • During an interview I had with Daniel Erickson, lead writer for Star Wars: The Old Republic, he revealed two key elements of BioWare's process that makes their games ideal for ethical exploration.
  • The first is that quality voice acting triggers complex emotional responses in players. The second is that allowing players to choose their next line in conversation based on emotion, not the precise words written down, creates a huge level of investment by the player in the main character.
  • Other media ask you to evaluate and observe the decisions of the main character. Mass Effect enables you to believe the world in which the story is told, to cast the major characters and to participate in the decisions and face the consequences of character choices. In short, one cannot help but become deeply invested in the universe and narrative Mass Effect builds.
  • Mass Effect has a simple message: human beings are delusional about their importance in the grand scheme of things.
  • Mass Effect starts with humanity in the galaxy where it should have been in the United Federation of Planets: unnoticed among the other minor species struggling to prove to the Council why they add anything of value to the civilization that is Citadel Space.
  • Star Wars and Star Trek start with the assumption that humans will be important in galactic civilization. Why? In part because the medium forced that decision, but more so because both universes assume that human beings add meaning to the universe. Mass Effect doesn't make such an assumption. Mass Effect never lets you forget that we might not add one jot of meaning or benefit to intelligent life beyond our solar system.
  • Humanity's minority and irrelevant status is underlined by the fact that on the Citadel we are not only new, but one among many second class species.
  • Mass Effect is colored by this message in three distinct ways.
  • First, the actions of many major human characters almost always have a subtle undercurrent of petulance or entitlement.
  • Mass Effect portrays our species from the perspective of the established species in the universe: we are fumbling neophytes with FTL drives.
  • Second, the lowering of human status diffuses any xenophobic urges a player might have.
  • The constant presence of other species on the Normandy, a human Alliance/Cerberus ship, is a perpetual reminder that we are out of our depth in the universe. No problem, no matter how much the player may want it to be, will be solved unilaterally by human gumption and know-how.
  • Ok, now imaging playing that character within a context whatever the player's gender, race, or orientation, that the simple humanity of the player is subjected to believable and, within the Mass Effect universe, true prejudice, insults, and scrutiny. The impact of the message on the player's interactions with other species is that, after facing what feels like unwarranted treatment, the player is forced to recognize the perspective of any species one might encounter along the way. Mass Effect makes you view the reflection of humanity in a mirror darkly.
  • Third, by undermining the player's sense of pride in being human, Mass Effect also opens doors to what would likely be highly controversial discussions were humanity "in charge."
  • In Star Trek (TOS, TNG, & DS9), those who are genetically engineered are seen as myopic elitists and supremacists, convinced of their own vaunted status, not wishing to allow their world to be "tainted" by those who are impure. In Mass Effect, Miranda and Grunt are rich and rounded characters who are genuinely superior in some aspects due to their modifications, but also reflect the increased self-awareness and contemplativeness we would hope to see in a superior being.
  • In Star Trek cyborgs (Borg) and androids (Data) are one of two things: a threat to humanity or desperate to emulate it. In Mass Effect, Shepard's resurrection leaves her largely cybernetic while EDI, the ship AI, and Legion, an autonomous mobile geth platform, are more interested in helping and understanding humans than they are attempting to become or obliterate human beings.
  • Shepard's constant discussions with, dependance upon, and similarities to her non-organic crew members is made more accessible to the player due to Mass Effect's questioning of human exceptionalism.
  • Mass Effect's message is designed to open up narrative complexity by destabilizing the player's sense of confidence in his or her own skin. By undermining the value of being human, threatening and novel lifeforms become relatable, minority aliens become allies, and human intentions become questionable.
  • In nearly great popular science fiction universe, there is a flaw. Born of systemic bias, the flaw is one that fundamentally undermines the narrative that carves its way through the characters, species, technologies and worlds that populate any given sci-fi story. Our greatest stories set in space often reference the flaw with oblique references to a long forgotten species, cataclysmic events, or godlike entities. Something is wrong with the universe, but we cannot place it.
  • The flaw in every science fiction series is that they shy from the deep horror of the existence of intelligent life in infinite spacetime – save for two: the one that brought first brought it to our attention and the one that sees this horror as the framework for reality.
  • The flaw is a simple one: the assumption that life has meaning, that intelligent life has a purpose, and that humanity contributes anything to the universe.
  • There is no recognizable divine presence, such as a god, in the universe, and humans are particularly insignificant in the larger scheme of intergalactic existence, and perhaps are just a small species projecting their own mental idolatries onto the vast cosmos, ever susceptible to being wiped from existence at any moment. This also suggests that the majority of undiscerning humanity are creatures with the same significance as insects in a much greater struggle between greater forces which, due to humanity's small, visionless and unimportant nature, it does not recognize.
  • Cosmicism is not merely the idea that there is no meaning in the universe. It's far worse. Instead, the argument is that there is meaning, but it is so far above and beyond human understanding that we can never attain meaningful existence.
  • Mass Effect forces the observant player to ask, "Why fight for survival in a meaningless universe?" From the answer stems a story that demands the player confront the purpose of human beings in the galaxy at every level. To play Mass Effect is to consider the value of the lives of other species, the meaning of life on a cosmic scale, and the importance of individual relationships in the face of cataclysm.
  • First, one must accept the premise that the technology to explore the universe is a trap and a structure that forces galactic civilization to follow an invariable path. Like Descartes' mischievous demon or Hume's apathetic creator, the universe is indeed the product of an intelligence, but a negligent one at best, a malicious one at worst.
  • Cosmicism underpins Mass Effect's ability to show the permutations of how the Drake Equation imagined intergalactic civilizations: warts and all.
  • Citadel Space is dominated by the same law as Dune's planetary empire: a ban on artificial intelligence.
  • The Reapers are biomechanical equivalents of the Elder Gods of H.P. Lovecraft. If the xenomorphs in Alien had a deity, it would be a Reaper. Inconceivable, immortal, uninvolved super-beings that are not divinities per se, but so far beyond our realm of existence as to drive insane those who encounter and worship them.
  • Mass Effect is the first blockbuster franchise in the postmodern era to directly confront a godless, meaningless universe indifferent to humanity. Amid the entertaining game play, the interspecies romance, and entertaining characters, cosmological questions about the value of existence influence every decision.
  • Therein the triple layered question – What value does galactic civilization bring to the universe; What value does humanity bring to galactic civilization, and What value do I bring to humanity – forces the player to recontextualize his or her participation in the experiment of existence.
  • The value of Mass Effect as a science fiction universe is that it is a critical starting point for discussion about the purpose of humanity in a materialistic universe. Without an answer to that question, there is no real reason for Ender to defeat the Buggers, or for humanity to seek out new life and new civilizations, or for us to not let non-organic life be the torch bearer for intelligence in the universe.
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    "Mass Effect is the first blockbuster franchise in the postmodern era to directly confront a godless, meaningless universe indifferent to humanity. Amid the entertaining game play, the interspecies romance, and entertaining characters, cosmological questions about the value of existence influence every decision. The game is about justifying survival, not of mere intelligent life in the universe, the Reapers are that, but of a kind of intelligence. Therein the triple layered question - What value does galactic civilization bring to the universe; What value does humanity bring to galactic civilization, and What value do I bring to humanity - forces the player to recontextualize his or her participation in the experiment of existence."
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    Man, I would have liked to run this on GWJ.
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    Yeah, it's very well written. I'm not in a position to, like, critique it or anything, but it's SO much fun to read. :)
anonymous

Gaming the System: Video Gamers Help Researchers Untangle Protein Folding Problem: Scie... - 0 views

  • What if the brainpower used playing video games could be channeled toward something more productive, such as helping scientists solve complex biological problems?
  • Their competitive online game "Foldit," released in 2008, enlists the help of online puzzle-solvers to help crack one of science's most intractable mysteries—how proteins fold into their complex three-dimensional forms. The "puzzles" gamers solve are 3-D representations of partially folded proteins, which players manipulate and reshape to achieve the greatest number of points. The scores are based on biochemical measures of how well the players' final structure matches the way the protein appears in nature.
  • The scientists hope to incorporate the newly identified strategies into computer algorithms for improved automated determinations of protein structure. The ultimate hope is to use these techniques to design new proteins to fight diseases such as Alzheimer's and cancer as well as develop vaccines against HIV and malaria.
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    "The combined effort of more than 50,000 online video game players may help scientists better understand how proteins fold, solving one of biochemistry's greatest conundrums." By Nicholette Zeliadt at Scientific American on August 4, 2010.
anonymous

My TED talk: seven lessons from games for transforming engagement - 0 views

  • I've had the huge pleasure of giving a talk at TED Global in Oxford, about the lessons games can teach us about engagement and about learning itself. The full video will be online in due course; until then, here's a summary of a few central points.
  • We evolved over hundreds of thousands of years to be satisfied by the world in particular ways; and to be intensely satisfied as a species by learning and problem-solving. Perhaps the most amazing thing about the virtual arenas that games create is that we are now able to reverse-engineer that, and to produce environments that exist expressly to tick our evolutionary boxes and to engage us.
  • seven larger ideas
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  • 1. Using an experience system
    • anonymous
  • 2. Multiple long and short-term aims.
  • 3. You reward for effort.
  • 4. Rapid, clear, frequent feedback.
  • 5. Uncertainty.
  • 6. Windows of enhanced attention.
  • 7. Other people.
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    "I've had the huge pleasure of giving a talk at TED Global in Oxford, about the lessons games can teach us about engagement and about learning itself. The full video will be online in due course; until then, here's a summary of a few central points." By Tom Chatfield at What happens next? on July 16, 2010.
anonymous

Inside the Box - 0 views

  • Ebert wrote, “Let me just say that no video gamer now living will survive long enough to experience the medium as an art form.”
  • Ebert was restating a claim he made five years ago that “no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers.” And he’s right about that, for now.
  • (Of early game designers he writes, “These men’s minds were typically scattered with the detritus of Tolkien, ‘Star Wars,’ Dungeons and Dragons, ‘Dune’— and that was if they had any taste.”)
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    "Video games have created what must be the biggest generation gap since rock 'n' roll. Sure, a generational rift of sorts emerged when the World Wide Web showed up near the end of the last century, but in the case of the Web, the older cohort admired and tried to emulate the younger crowd, rather than looking down on them with befuddlement or disdain. With games, a more traditional "Get off my lawn" panic has reared its head. " By Chris Suellentrop at The New York Times Book Review on June 18, 2010.
anonymous

The Debt Ceiling Deal: The Case for Caving (Part 3) - 0 views

  • The Tea Party, in this sense, has succeeded by adopting a rational frustration strategy.
  • You can find fault with the Tea Party’s prescription for balancing the budget—most economists do—but if they hadn’t come to Washington last year, Congress would have waited for a real bond crisis, five or 10 years from now, to create its super committee.
  • We will know, at the close of the next round of negotiations, which game the Tea Party has been playing: Balance the Budget or Kill the King.
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  • I appreciate pquincy’s thoughtful comments. With regard to the reference to divorce, it’s also worth noting that – regardless of whether or not there are children involved – almost all divorce cases (along with almost all other civil cases) are resolved through a bargained solution (i.e., a settlement) rather than a trial. But in the vast majority of cases the bargained solution is not achieved until the parties arrive at a critical deadline such as the eve of trial. This is because, prior to the deadline and as suggested by Brams, “each player has an incentive to dissemble” in pursuit of a better outcome for itself. Since each player intuitively understands this, neither views the other player’s assertions about their “bottom line” to be credible, and neither can convince the other of the genuineness of its own position prior to the deadline.
  • Pquincy ‘s suggestion that this problem should eventually become less acute in a repeated game appears to be correct. But in the game of politics, it seems that (as in litigation), a player can be expected to pretend – in the pursuit of self-interest and for as long as it can – that it is less interested in arriving at a bargained solution than it is in pursuing some sort of abstract principle (such as what it would characterize as “justice” or “the public good”).
  • In contrast to some of the other people that have posted comments in response to this article, I don’t think the outcome that was ultimately arrived at in the debt ceiling negotiations can be fairly attributed to Obama’s having played the game poorly. Rather, I think the outcome was attributable to the fact that it was obvious from the outset that Obama’s objective (regardless of whether one wishes to characterize that objective as “preserving the health and safety of our most vulnerable citizens" or “holding on for a few more years to the remnants of a bloated welfare state”) would unquestionably be placed further out of reach if he were to walk away from whatever deal the other side was ultimately willing to grant as of the deadline. He could not credibly pretend otherwise.
  • Although this article muddles a few basic concepts, it serves to illustrate that game theory offers a relatively straightforward explanation for much of the conflict that exists in the world, certainly a much better explanation than is routinely put forth by partisans and commentators. Brams is spot-on. And it's a cop-out to claim that game theory assumes that people are hyper-rational, or that it does not apply when someone is seeking an unreasonable goal. Even if your adversary's goal is, at least in your view, unreasonable or irrational, game theory allows you to understand how you and your adversary can be expected to behave in the pursuit of your respective objectives.
  •  
    Part 3 of the piece.
anonymous

The Best 30 HTML5 games - 1 views

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    "HTML5 is set to revolutionise the creation of online games over coming years. Here, we present you with the longest list of HTML5 games available on the internet."
anonymous

BioShock Infinite: an intelligent, violent videogame? - Read - ABC Arts | Australian co... - 1 views

  • Infinite has the difficulty of an inherited legacy: people like to point to the first BioShock (2007) as an example of how videogames made in studios by hundreds of people and financed by corporations can be artistic. It was, in a way, a beacon of hope for those who dreamed that the sheer industrial scale at the peak of the videogames business could translate into something worth taking seriously.
  • BioShock Infinite is a videogame with ideas. Set in 1912, it’s in part inspired by The Devil In The White City, Erik Larson’s 2003 novelistic account of the 1893 Chicago World’s Fair.
  • The city is beautiful, and possibly unparalleled in terms of visual design in a videogame: along with the expected white American neo-classical architecture, we get an astounding array of poster art and fashion, taking in both the decline of the strong silhouettes and Gibson Girl aesthetics of the 1910s, and the Art Nouveau movement, as well as Kinetoscopes similar to the illusionistic films of Georges Melies.
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  • Columbia, according to Infinite, is to have set sail at the 1893 Fair, thus opening up a ripe array of potential themes stemming from real world history and politics, all of which get at least lip service in the game: Manifest Destiny, American Exceptionalism, racism, and religious conflict.
  • This all occurs, as with the first BioShock, within the framework of a first person shooter.
  • The first major choice that players of BioShock Infinite are presented with is whether they would like to publicly punish an interracial couple or not. You may choose to throw a ball at the couple, who are tied up in front of a crowd at a fair, or you may choose to throw the ball at the man who is asking you to do so. The outcome of your choice is mostly the same.
  • Let’s think about that for a moment. BioShock Infinite, the game that many would hope to point to as an example of how art and subtlety might be found in expensive, mainstream videogames, sets up its moral stakes by asking the player if they would like to be a violent bigot.
  • Would you like to be for or against?
  • This is thunderously stupid, and an insipid example of how terrifyingly low the bar is set for ‘intelligence’ in mainstream videogames
  • In taking the game seriously, I want to be as clear as possible: BioShock Infinite uses racism for no other reason than to make itself seem clever. Worse, it uses racism and real events in an incredibly superficial way—BioShock Infinite seeks not to make any meaningful statement about history or racism or America, but instead seeks to use an aesthetics of ‘racism’ and ‘history’ as a barrier to point to and claim importance.
  • puts the lie to the claim that by engaging with these themes, BioShock Infinite is the place to find substance in mainstream videogames.
  • At the real Wounded Knee, over three hundred Native Americans—the Lakota Sioux—were massacred. Many of them were unarmed. Some of them were children. These were real people, with real lives and real families. The victims were buried in a mass grave, and many of the US Cavalry who led the massacre were later awarded the Medal of Honor, a decision that remains shameful today.
  • I am certainly not saying that a videogame has no right to engage with such events. What I am saying is that when you use such a horrific historic event in art—in any media—you have a responsibility to get it right, to use it to say something worthwhile, to make the invocation count.
  • Wounded Knee, I believe, is not something you get to invoke in 2013 without also making a statement of sorts. The idea of publicly punishing interracial relationships, something that of course has happened in reality, is also not something you get to invoke in 2013 without making a statement.
  • “[Letting] the player decide how they feel,” is not respecting your audience’s intelligence in these situations; it is a cop-out of the highest order.
  • For a game that so explicitly aimed to take on racism through its 1912 setting, the politics of BioShock Infinite are defined by evasion.
  • Such nihilistic disapproval is the absence of a political position masquerading as shrewd criticism. It may seem worldly, but it allows BioShock Infinite to be controversial to no-one by treating everyone with equal contempt.
  • Let us get one thing straight, then: despite its desperation to be taken seriously, BioShock Infinite is not an intelligent work of art. It is a history-themed first person shooter, and it deserves no more or less respect than any other first person shooter.
  • You can argue that the faults of BioShock Infinite are the latest and most unfortunate result of the first-person genre that found bedrock in both Doom (reflexes and gore) and Myst (architecture and mystery) in the mid-1990s, two sharply different trajectories that have been bound into problematic convergence ever since. While the two genres remain fruitfully exploited in separation, all attempts at marrying the two—and thus discovering the elusive union of the shooter’s popularity and the exploration game’s more literary aspirations—have remained ill considered. In a way, mainstream videogames are still completely dumbfounded by Edge magazine’s famous 1994 criticism of Doom: “If only you could talk to these creatures.”
  • Maybe this is really the central problem of the game—how do you merge any kind of intelligent thematic exploration while taking unrestrained pleasure in shooting people in the face?
  • Where do those two circles converge in a Venn diagram?
  • By its conclusion, BioShock Infinite quickly forgets that it ever engaged with ideas of racism and American Exceptionalism in favour of a tangled Christopher Nolan puzzle plot about time travel. This is the sound of a thousand popguns going off, taking up the silent report of a giant cannon that failed to fire.
  • it remains difficult to point to a single videogame that is both artful, subtle and a successful mainstream videogame, and BioShock Infinite only muddies the waters further.
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    "Can mainstream videogame makers present an artful, intelligent thematic exploration about real world history within a game dominated by scenes of unrestrained violence, asks Daniel Golding."
anonymous

The Walking Dead, Mirror Neurons, and Empathy - 1 views

  • Suddenly the researcher noticed that according to the equipment hooked up to the monkey’s brain, neurons were firing that were associated with grasping motions, even though the animal had only SEEN something being grasped. This was odd, because normally brain cells are very specialized and nobody knew of any neurons that would activate both when performing an action or when seeing someone else perform the same action. Yet here the monkey was, blithely firing neurons previously only associated with performing motor actions while just sitting still and watching.
  • Thus was the first observation of a mirror neuron in action, a brain cell set apart from many of its peers and which are also present in delicious human brains. It turns out that many researchers like the aforementioned Dr. Marco Iacoboni, Professor of Psychiatry and Behavioral Sciences at UCLA, believe that mirror neurons are important for our ability to empathize with things we see, like the plight of poor Lee and Clementine in The Walking Dead.
  • I think this is one of the reasons why The Walking Dead is so good at eliciting emotions: it frequently shows us the faces of the characters and lets us see all the work put into creating easily recognizable and convincing facial expressions. And so it’s not the zombies that elicit dread in us. Instead it’s things like the face that Kenny makes when Lee tells him to make a hard decision about his family.
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    "And the amazing thing is that the game gets me to feel all those emotions too. I'm glad that the game comes in monthly installments, because I need the time between episodes to recover. But why is that? By what psychological, neurological, and biological mechanisms do video games like The Walking Dead get us to not only empathize with characters onscreen, but also share their emotions?"
anonymous

That Bioshock is tragedy - 0 views

  • The question I want to consider in this post is whether it's helpful to think about these ancient genres together in connection with our ongoing attempt to figure out what video games are good for.
  • I'm going to suggest that by describing Bioshock as a tragedy (in a technical sense, at least) we gain the ability to relate the game to artistic tradition, and to compare and contrast its themes and cultural effects with those of other works of the tragic tradition in particular.
  • It's equally important to note that tragedy's situations of "no choice" are also about the way the freedom of choice is taken away
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  • To put that in a less complicated way, tragedy is about having no choice.
  • Looked at in this light, narrative games may turn out to be the most perfect medium for tragedy ever conceived.
  • Could it be that having an avatar whose choices are taken away meaningfully is the same as watching a bunch of singer-dancers in masks tell you the cryptic backstory of a bloody myth?
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    "The question I want to consider in this post is whether it's helpful to think about these ancient genres together in connection with our ongoing attempt to figure out what video games are good for." By Roger Travis at Living Epic on July 26, 2010.
anonymous

Psychological Reactance and Bioware Games - 0 views

  • So why is this? Why do I invest so much mental and emotional energy into this pointless choice between make-believe people in a video game and why am I so reluctant to commit?
  • Well, part of the reason is that humans hate to lose choices. Or, more to the point, we hate to lose options.
  • Behavioral economist Dan Ariely provided a neat example of psychological reactance in his book, Predictably Irrational, and I think it’s directly relevant to my inability to let go of romance options in Dragon Age.
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  • Even after discovering which room yielded the highest payout –in real money– they STILL tended to go back and waste clicks on lower paying doors just to keep those options open even thought they didn’t intend to actually exercise them. This was totally irrational, but psychological reactance made them reluctant to lose those options.
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    "Bioware has been presenting me with this same basic choice since Baldur's Gate and I always end up doing the same thing: I string everyone along as far as I can until I'm absolutely forced to make a choice. So why is this?" By Jamie Madigan at The Psychology of Video Games on July 22, 2010.
anonymous

Ian Bogost - Gamification is Bullshit - 0 views

  • Rather, bullshit is used to conceal, to impress or to coerce. Unlike liars, bullshitters have no use for the truth. All that matters to them is hiding their ignorance or bringing about their own benefit.
  • Bullshitters are many things, but they are not stupid. The rhetorical power of the word "gamification" is enormous, and it does precisely what the bullshitters want: it takes games—a mysterious, magical, powerful medium that has captured the attention of millions of people—and it makes them accessible in the context of contemporary business.
  • For the consultants and the startups, that means selling the same bullshit in book, workshop, platform, or API over and over again, at limited incremental cost. It ticks a box. Social media strategy? Check. Games strategy? Check.
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  • Game developers and players have critiqued gamification on the grounds that it gets games wrong, mistaking incidental properties like points and levels for primary features like interactions with behavioral complexity. That may be true, but truth doesn't matter for bullshitters. Indeed, the very point of gamification is to make the sale as easy as possible.
  • Exploitationware captures gamifiers' real intentions: a grifter's game, pursued to capitalize on a cultural moment, through services about which they have questionable expertise, to bring about results meant to last only long enough to pad their bank accounts before the next bullshit trend comes along.
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    "In his short treatise On Bullshit, the moral philosopher Harry Frankfurt gives us a useful theory of bullshit. We normally think of bullshit as a synonym-albeit a somewhat vulgar one-for lies or deceit. But Frankfurt argues that bullshit has nothing to do with truth." By Ian Bogost
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