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November 2001 posts

November 29, 2001

CFS: Wired Ruins: Digital Terror and Ethnic Paranoia

Edited by Arthur and Marilouise Kroker & Timothy Murray. Published by the Cornell University Library Electronic Publishing Program.

The Coeditors of CTHEORY Multimedia seek finished projects of electronic art ready to be mounted on-line and archived in CTHEORY Multimedia.

"Wired Ruins" reflects on the digital and viral networks of ethnic identities that now so urgently emit faint signals for recognition among the overlapping diffusions of cultural angst and digital terror. A vibrantly pulsating network resisting the repression of the new age of censorship, "Wired Ruins" is a simulacrum of cross-cultural infection and cross-border fluidity.

Reacting to the complex horrors of terrorism while resisting the surveillance regimes of the disciplinary state, its practitioners work passionately to reposition the code in counter-response to the aggressive parasites of religious fanaticism and ethnic paranoia. "Wired Ruins" will haunt the future as the skeletal archive of the many unrecorded artistic responses to digital terror and ethnic paranoia.

Please send a description of your project, including conceptual abstract, technical format, and preview URL if available, to the CTHEORY Multimedia Coeditors: ctheorym@alcor.concordia.ca
Deadline: January 7, 2002.

November 27, 2001

Pongversation

"I Remember..." is "a story of a conversation between a couple recalling their relationship as told through a Pong game". By a.c. chapman.

Imagina

Time is running out (Dec 1st) to submit your work to Imagina 2002, an European conference similar in scope to SIGGRAPH that will be held in Monaco on Feb 12-14, 2002. While it is a good conference, it certainly has the CRAPPIEST web site that I have seen in a long, long time -in the tradition of "look ma' what I can do with Flash". The program includes round tables on videogames, interactive fiction and autonomous agents.

November 26, 2001

Game Show

Game Show is a game -and videogame- art exhibit at MASS MoCA. A review on last ArtByte said that overall the art pieces were not fun to play with, but there were some exceptions (the review is not available online).

World Cup

This is a game blog, so I am pleased that my home country defeated Australia 3-0 and therefore we will be playing at the Soccer World Cup in Japan. My deepest regrets to my Australian readers, who not only got out of the cup but also had their team assaulted by Uruguayan Hooligans at the Montevideo airport (shame on us!).

November 21, 2001

New Media Programs in North America

While the situation has changed during the recent years, it is still hard to find really good undergrad and graduate programs on New Media in North America. The one that I can definitively recommend is Georgia Tech's IDT. Other good programs include MIT's Comparative Media and Universtiy of Baltimore's Communication Design. While there is still no such a thing as a "Videogame Media Studies" program yet, all these places are among the top in related fields. Please notice that these places are not the best suited if what you intend to focus on videogame programming (in that case you can check places like Digipen).

I have recently learned of a new program that not only looks extremely interesting, but is also located in one of the coolest cities on Earth: Vancouver, British Columbia. So, if you are window shopping for a place to study and you share my love for Canada, you should definitively take a look at TechBC's programs.

Please let me know about other good programs for videogame related studies - especially in Europe-, so I can make a list available on the site.

November 20, 2001

Metal Gear 2

It's hard to believe, but the hype was true: Metal Gear 2 for PS2 is one of the most amazing games ever. The production values are simply flawless, the details are amazing and the overall gaming experience is perfect... But is it just me who hates to pause in mid-action to watch 5 minutes of non-interactive gibberish? Maybe there is something really wrong deep in my brain, but I can not still figure out why somebody would break a great game into pieces and interrupt it with a looooooong story that may satisfy class B sci-fi fans, but that's about it. Sure, the cinematics are Hollywood level, but this is supposed to be a game, not a movie. If the designers weren't so great, I would say that they are frustrated moviemakers. Anyway, if you have a PS2, you definitively need to give the game a try. But be brave and patient while you watch and listen to TONS of dialogues.
So, here I go again with my Mark Twain quote: "Golf is a good walk spoiled", but maybe he should have said "interactive narrative is a good game, spoiled".

November 17, 2001

Newsletter down

For some weird reason that I am still trying to figure out, the newsletter form in not working. Meanwhile, if you want to subscribe, just send a message to list@jacaranda.org (thanks Chris).

Computer Games and Digital Cultures Conference

June 6-8, Tampere, Finland. Deadline for Proposals: January 30, 2002. For more info, check http://www.uta.fi/cgdc (site will be available in December). Attending megastars include Espen Aarseth, Greg Costikyan, Steven Poole and Warren Spector. This conference is a follow-up from Copenhagen's recent CGDC. It seems like it will be fun. I will definitively try to be in Finland by June.

November 16, 2001

Yesterday, while I was enumerating the wonders of some Dreamcast games...

... I realized that I very rarely praise games in my blog. This made me think that I may be giving out a wrong impression: the bitter critic who hates everything and drinks vinegar for breakfast. While I am not completely ruling out that possibility, I certainly do enjoy some games - the shape of the "A" button got printed on my thumb after I played the awesome Mario Kart for Game Boy Advance during a trans-Pacific flight. Some of the Dreamcast games that I mentioned really target some specific parts of my brain - Jet Grind Radio is about as cool as it can get. But my problem is that, while I appreciate good design in games, I am sick of clones. Right now, there are about 5 to 10 different genres in videogames and everybody is doing basically the same. Notable exceptions are games such as The Sims and Seaman. As I previously confessed, I despise Tolkien and even if can enjoy good sci-fi, I am sick of finding aliens on my videogames. I would like to see some more reality in videogames -which doesn't necessarily mean realism. Games about human relationships (and NOT troll/salivating alien relationships) are definitively scarce. The reason? Well, there are many, but I think the most important is a cultural one.

Videogames, as simulations, need to model reality. If you want to model human relationships, even if you use fuzzy logic you will end up by quantifying emotions, which end up by creating games that may look like this: "I love you 7 in a scale of 10" or "Who do you love more? Mom or Daddy?". That's one of the problems when RPGs go in that direction. Romanticism and positivism are to blame about this. During the 19th century, scientists made sure that they measured everything. Everything was weighted, labeled and recorded. Romanticism reacted towards this and watermarked our perception of reality with the idea that emotions can not be measured. That's actually one of the problems that the team at Maxis had to deal with, since at the end, Sims have just 5 different traits. This rather small number is great for gameplay issues, but it's really hard to model sophisticated characters just by assigning numbers from 1 to 10 to their neatness or outgoingness.

Of course, the model of the simulation doesn't have to be explicit to the player. In other words, the computer could quantify the emotions of the characters without showing the variables to the player. Nevertheless, this "romantic curse" problem still persists -btw, I am not claiming here that we should quantify our perception of reality, I am just pointing out a culture issue that collides with our will to produce sophisticated social videogames.

Let's imagine that we have to "build" an RPG character. Right now, the standard is to use an interface based on sliders. So we move the "courage" slider to 7/10, the "magic" slider to 4/10 and so on. While this may work for an Elf named "Wandarf", it hardly works for some complex literary character, like, say, Emma Bovary. DISCLAIMER: I am not claiming here that videogames should become literature. I am just using literature as the best environment that I can think of for looking for complex characters. Anyway, creating Emma Bovary through a set of sliders would be kind of dumb. Would we give her an "imagination" value of 9 or 10/10? What about "intelligence", "sexual desire" or "reading skills"?

If we really wanted to define Emma Bovary we would probably need several thousand sliders -and actually, the system would be rather complex, with values that are interconnected. Definitively, a thousand dimensions may be good for the model, but way bad for gameplay. There are some possible paths to take if you want to deal with this problem. One would be, instead of creating your character, to rather make him/her evolve using artificial life techniques. Instead of defining by hand the characteristics of your character, you could "educate" him through a set of experiences. For example, selecting the movies he watched, the books he read, the songs he heard during his life, etc. This is a rather fuzzy, indirect way of achieving the character development.

Using the Sims' example, it would be cool if we could have a Sims school were we could train or educate our Sims by feeding him different content and also life experiences. The problem with this AL training of characters is to define how deterministic you want to be. For example, if during childhood your Sim was bitten by a dog, should he be afraid of dogs while adult? If you think as a game designer, the answer is sure, because that way it is easier for you to shape the behavior of your character. But as a sophisticated player who knows humans, you may see this behaviorist determination mainly suitable for very bad psychological class B movies. However, there is a role that, I think, has not yet been fully developped. I just said "to think as a game designer". What about a being simulation designer? Games are a genre that define a set of cultural expectations (you have to win, to lose, you have to solve a problem). Maybe -and just maybe- this century may break with this paradigm and create a more nuanced cultural product that doesn't necessarily follow the same rules of games.

Anyway, all this stuff may or may not deserve some further thinking (it's 3:29 am for godsake!). I will just, for the sake of conclusion, retain the notion of a character trainer for the Sims where we can indirectly shape his personality through manipulation of events and information during the character's past. Of course, these simulations would be EXTREMELY complex and right now almost everybody in town is focusing on putting more polygons into games and not more depth into videogame characters. And that's probably why I am not enjoying current games as much as I should.