Wednesday, March 21, 2007

More Theory

Not to bring up the video games as art topic again, but here's a decent article on the topic. And here's a quote from it:

Molyneux says he and his crew at Lionhead Studios (now part of Microsoft) take a similar approach to creating games. “Does a painter decide to make art or paint a picture? Does a composer decide to compose a piece of music or make art? Does a film maker want to make a film or art? I think they're more concerned with evoking emotions and creating something meaningful and enduring.

“I set out, especially today, to instill emotions in the people who interact with my games, which are broader and more visual than they have been before,” he explains. “I want players to feel a range of emotions, not just excitement—that is my ambition. If on this basis some critics describe this as artistic, then I will feel like I have succeeded.”



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Wednesday, February 28, 2007

Sad

Sometimes, people out east die playing video games. Please, people of the Orient, stop. Just make this stop. It's bad enough we're all seen as lard-ass weirdos who are forced to commit violent acts by these brainwashing machines, now we die from it? Come on. Get those kids outside.



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Monday, February 5, 2007

Yes, that says 'fanboy'.

Can't remember if I told you this or not (it's one of the side-effects of never paying attention to the constant stream of little gifts one's sensory inputs offers one), but I tried to get a job as a pro blogger recently. This post caught my attention, and I gave it a shot. "So, let me get this straight. I link to news stories from other sites and you give me money?"

I made the first cut, but it's been a few weeks since the second deadline, so it should be safe to say I'm not the guy.

The experience does beg a veritable horn-o'-plenty of questions, though. Are there other similar jobs out there? Is the time worth the supplemental income? Would it give me any writer cred?
Would it be fun?

As with all things writery, I'd love to try it. Okay, maybe not all things writery. I don't think I could bring myself to go to anything called a "blank jam" where blank is a style, genre, or type of writing. I draw the line at jams. Other than that, though.



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Saturday, January 20, 2007

Final Reality


Why not live life by experience points?

From their dice-and-paper roots to the modern user-generated worlds, role-playing games have always had to deal with the question of how a character develops. This is normally handled through experience points (XP). Kill a were-turtle, get 5 XP. Accrue 500 XP and you gain a level. Et cetera.

While certainly an attempt to recreate in some way a person's actual skill advancement in real life, it would seem that XP would work in the actual world similarly to the way it does in the digital. For example. Let's take a skill you want to develop, say running. Set a series of levels in front of you, and choose XP amounts for given tasks:

Go for a 1 mile run, get 1 XP. Go for a 3 mile run, get 4 XP. Run in a charity event, 15 XP. Finish within 1 minute of the leader in a competitive run, 200 XP. Run a marathon, 10,000 XP.

Level 1: 30 XP. Level 2: 500 XP. Level 3: 3500 XP. Level 4: 5000 XP. Etc.

So, you could get to high levels just by running a mile at a time, but getting there would take forever. Doing bigger things yields bigger numbers, and thus faster level-ups.

Here's a wrinkle: in games, a higher level means better stats. A level 2 character is stronger than a level 1, and that means an easier time killing beasties. Aside from the fact that you would actually improve, how would this work in real life? I say you'd have to have your friends involved, and the bragging rights would do it. Either that or have specific level tasks, e.g. you can't get to level 4 until you run the Turkey Trot, no matter how many XP you've got.

This could work for all kinds of things.

  • Career -- go to a seminar, 10XP. Get the corner office, 5000XP.
  • Arts -- participate in Nanowrimo, 150XP. Get published in a magazine, 500XP.
  • Education -- go to a class, 1XP. Get a PhD, 10,000XP.
  • Fandom -- read the Lord of the Rings again, 5XP. Go to Marquette and lie about doing a research project to get the Special Collections guy to bring out the secret not-for-display Tolkien stuff, 10,000XP.
  • Connoisseur -- try a new beer, 5XP. Go to a wine tour in another state, 1,000XP.
  • Family affairs -- email your mother, 2XP. Don't yell at Shannon on Xmas, 50,000XP.
Unfortunately, it could also work for negative things. Smoke a pack, 100XP. Perhaps this could be factored in. You want to stop doing something? Take the XP away from something you're working towards. So, say the F-word, take 5XP from your Runner class count. That's 5 miles you just lost. F indeed.

If you're willing to spend hours of your life pretending to be a druid and running around killing lizards until you can get that robe you want, why not take that rewards system and move it to real life? I'll DM.



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Saturday, January 6, 2007

Bye Bye Birdie


I saw of these one time. IN A DREAM. Figures my clairvoyance would be limited to videogames.



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Monday, December 11, 2006

Time for some thrilling heroics.

Words on zee nets is that someone is thinking about a Firefly video game, a massively-multiplayer online deal. This is dumb. You want to make something good? Here's how you do it:

#1: The base ingredients. What do we know about the Firefly universe? Interstellar travel, psychics, cannibals, and legalized prostitution.

#2: The spices. Q1: What does Firefly feel like? A: Old West. Q2: What's fun about Firefly? A: The language, sharp-shooting, wild stunts with spaceships, Kaylee.

#3: Mix until smooth. So, what we want here is a workable plot line which fits in the 'verse but doesn't feature any of the main characters. E.g. -- playing as Luke Skywalker is lame, but playing as Kyle Katarn is awesome. We'll set this in the post-unification, pre-Serenity timeframe.

You play as a newly-recruited Alliance agent who is sent undercover to gather up a young woman from a far-flung dirthole planet. You book a seat on a civilian transport (NOT the Serenity) and head out. You have some adventures on the way there and get to know the crew.

Once you get to Dirtonia, you discover that the woman you have been sent to bring in is a Companion, and a psychic one at that -- which makes her wicked good at her job. The Alliance wants her for the River experiment. You, being a good guy, decide to go rogue.

The overall plot pits you against an Alliance bigwig who is oppressing a dusty planet known for harboring Browncoats during the war. You and your ragtag band of misfits (you end up Captain, due to some serendipity) free the locals from his reign, cleaning up the single-horsed town.

Gameplay switches back and forth between rpg-action and flight-sim (reavers are out there). You meet up with various lesser characters in your travels (e.g. the Serenity's original engine guy -- you know, blonde tattoo dude? -- is on your crew.) and hit some of the locations from the show. Lots of shooting, quipping, and Blue Sun cola.

Joss? Call me.



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Tuesday, November 14, 2006

Gabwhatna?

What the heck? Lehm. We all know where to go to get the quality stuff.



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