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May 17, 2012

Archives: February 2010

February 24, 2010

Game Violence’s Absurdity Appeal

Recently I began playing the God of War series for the first time (yes, yes, I know, years behind and all that) thanks to the God of War Collection game released for the PS3. I have to say, the game’s got a kind of charm that keeps me playing, even though I’m not typically the action or hack-and-slash type gamer.

Playing as Kratos and doing the things he does to keep going in the game got me thinking about the whole violence and video games argument that you see floating around the Internet every so often. Typically this tends to surface when you see some incident related to someone taking a game just a bit too seriously and carrying it over into their real lives. It’s certainly a debate that gamers like myself might sometimes tire of having with those who believe that there is some kind of correlation between the depiction of video game violence and real acts of a similar vein in reality.

Aside from the normal arguments that apply against any notion that violence in video games translates over into real violence, I think that the mere fact that violence is presented, at times, in a completely crazy and absurd manner helps the gamers’ side of the argument. When you watch Kratos, for example, as he rips bodies in half, yanks enemies off of rope ladders after slamming them, and uses heads for weaponry, you can’t help but feel the sense that this is just a bit absurd. No real person actually has the strength to impale giant sea monsters or slice a person to bits just by swinging. No person actually would come to work as Kratos either (though I suppose I wouldn’t put it past some people in the right circumstances). The point is, Kratos and what he does, while ultra-violent, is also ultra-unrealistic and sensationalist as well. Knowing that, it’s difficult to really take it seriously enough to say it influences people it shouldn’t.

As if to prove my point, I seem to recall that last year at E3 we were treated to some gameplay footage for God of War III, which was what actually piqued my interest in the series as a whole. In it, among other things,  I believe I recall one particular monster, the Chimera, suffering an unfortunate fate by getting dismembered and stabbed in the eye with its own ripped off horn. I honestly had to laugh and cringe at the same time at the insanity of that violent act – and I think others had a similar reaction to watching the footage. None of us, I think, felt the need to go out of our way to do the same to a fellow human. Instead, I might have gotten more popcorn. The point is – if violence in video games can actually have value as absurd entertainment and crazy visuals, then I have a feeling most gamers wouldn’t have a problem understanding that it stays exactly like that after they turn off the console. It’s probably one of, if not the, only good things about seeing (virtual) violence done at all.

February 23, 2010

The Cellphone Arms Race

About a year ago, I sat with my normal texting phone, a slider called the LG Chocolate, and struggled to send messages to keep up with my more modernized, text-happy friends and family. For every message I tapped out with keys that had to be pushed multiple times to reach the right letter, 3 messages delivered by smartphone would reach me.  Multimedia messaging was even worse. Where my email loaded slower than molasses and picture appeared grainy (if they appeared at all), my friends sent and received multimedia messages as easily as they talked on the phone. And the Internet? That wasn’t even a contest.

So, a bit over a year ago, I decided to stop bringing a knife to a gun fight and get myself a weapon. I picked up the Blackberry Storm, and while it’s had its fair share of criticism from various circles, I managed to finally keep up with my fellow geeks. Email, multimedia, browsers, and apps – these were now all at my disposal on my new phone, and I finally felt like I had a handle on the whole cellphone thing.

Cut to a year later, and I’m now behind again in the arms race. This time, I have a gun, but several people have rocket launchers in the form of Droid-powered goodness and iPhone generational hotness, with new models like the Nexus One just waiting for people to popularize them. I’m doing passably well, but the veritable Swiss Army knife of apps from GPS finders to barcode scanning nonsense has me being run around in circles yet again.

Honestly though, I’m not really saddened by this – not surprisingly, I’ve learned to laugh if not adapt to the whole hilarity of it all. Why is this? Well, as a geek myself, I’m well aware of the arms race of technology, and it’s not just limited to phones. Computers are seemingly not the new hotness after mere months, video game systems have become increasingly advanced with the amount of power they can deliver, and household devices such as TVs and appliances get better and better. The continuous need to upgrade or keep up is a sign that the market for tech is alive, well, and not willing to sit on its heels, and the extreme competition has only served to benefit the consumer, because they get to try out all the new toys.

Will I succumb to the Droid when my contract is up in a few months? Perhaps – and even if it too becomes a bit old and crotchety in a manner of months, there’ll always be something new to look forward to. Besides – a lifetime of the same stuff is just so boring, right? The ever-changing tech that’s in front of me will always be endearing to me.

February 22, 2010

Case of the Mondays Cure – Technology Violence Proves a Point

Looking a bit down in your end of February work schedule? Thinking that you might go a little Office Space if you don’t get some kind of release at the start of your work week?

Well, never fear, Overly Positive is here with yet another Case of the Mondays Cure. This time around, I found this really neato article off of a co-worker’s post in Google Buzz (see, it’s useful already). Apparently, one professor out there has a pretty strict policy on gadgets and tech devices in class, including laptops. But how do you prove that you might enforce such a policy with brutal efficiency? Simple – a visual aid:

Well – I’m convinced. Notebook and pen it is!

February 20, 2010

Simple Podcastin’ Poll

Today I pose a few questions regarding podcasts to my small but loyal readership:

  • What things keep you listening to a podcast?
  • What kind of content do you like to hear in a podcast?
  • Do you prefer a freeform discussion with few topics or a structured format?

I have a few podcasts in my feed, and might be looking to add more, so I’m curious about which podcasts you like to listen to as well.

February 19, 2010

The Need For Artsy-Fartsy Gameplay

Over at Destructoid, Jim Sterling’s created a bit of a stir with his two articles regarding the “artsy” nature of games – one in which he decries the pretentiousness of indie “art” games for eschewing gameplay, and one in which he has to clarify what he was trying to say. The camp of opposition to Jim’s little article seems to fall within two main bodies of people – one which thinks Jim is bashing artistic value in games and the other which thinks Jim hates different things than the norm, a sort of gaming racism, if you will.

Sometimes I feel for Jim, because unlike someone as optimistic and annoyingly sunny as me, Jim receives plenty of negative impressions in his reviews and his notions. When they come out, they come out in a way that is inevitably insulting to some portion of the gaming populace. It leads to a lot of need to clarify and repeat. Definitely not fun all the time. In my own way, I think I’d like to help by providing my own impressions of what he thought.

Really, I think the main point that’s being put across is not that art games suck, or that indie games suck, but that a game being “artsy” and only “artsy” as a selling point of success sucks. We all know that games themselves are an amalgamation of parts, and the presentation, of which art is a part, is only one portion of making a successful game. I love games that make me think, present me a theme, show me something that is controversial and out there. In fact they’re a welcome alternative to the mainstream stuff I sometimes play when I don’t need a brain to play. But as much as we need “art” in games sometimes, we also need the accompanying gameplay and sensible logic to go with it. This is pretty much, I think, the crux of Jim’s argument.

If people thought that gameplay was the only thing that could make a successful game, we wouldn’t see half of the interesting twists and turns that some games are adventurous enough to take. If people thought that art was the only thing that could make a successful game, then we’d have plenty more games that were out there and well-known that tried to send more of a thematic message than play well. The fact is, we need both art and gameplay to make a good game, and one without the other is like having a peanut butter and jelly sandwich without the bread.

The mere fact that games have a smaller, indie market to create titles that are a bit “out there” (like The Path) is a good thing. The expansion of the games market and the target audience to include people who take a more artistic tack on media is really only a good thing overall, and not a bad thing. Really, I think the point is that the fundamentals should not be forgotten when making a game, no matter what message or thought you want to send with it. More significantly, one part of creating a game should not make the game an automatic success, whether that is the more “artsy” ideas of what message/theme you’re trying to send, or the fact that you can turn on a dime with the analog sticks and shoot backwards or upside down. Judging games as a whole should be based on all the factors, not just one which gives it a free pass to evaluating everything else it does. I personally look forward to seeing what art can be done in games – as long as I’m able to make sense of it at the same time, too.

February 18, 2010

Threadless Thursday – Honey Equals Money, et al

So maybe I’m just a slight bit biased, but being from Chicago and being a local Midwesterner, I have to go ahead and support local stores that have done good and made it big. Look, we may have lost the Marshall Field’s name to that accursed New York Macy’s, and the Sears Tower to some random guy’s name, but damnit, at least we still have Threadless.

For the uninitiated, Threadless is a small, Chicago-based t-shirt company that sells their wares based on community-driven submissions, scoring, and other such items. The best of the best get printed for sale and the designers get a cut. It’s that simple, and that fun. Scoring designs and reporting that you did, by the way, nets you possible benefits too. So without further ado, I thought I’d highlight a few designs regularly that I think are worth your attention.

Honey Money – http://www.threadless.com/submission/256219/Honey_Money
I really liked this one because cutesy images are always good – and when they involve a bit of creative effort making cashola, they’re even better. Got no doubt this one’s going to the printers, honestly.

Alphabet Soup – http://www.threadless.com/submission/255855/Alphabet_Soup
Every so often, one of the slogans that makes it onto a shirt makes me giggle. I won’t spoil this one for you, but I will say that I thought it was ingenious and thoughtful. Kudos to the designer!

S’morched – http://www.threadless.com/submission/255815/S_morched
There’s something to be said about practicality – especially when it involves dragons. Dragons are always cool no matter how you slice it. Definitely puts a spin on the whole traditional hero story you see involving them.

Locked and Loaded Potato – http://www.threadless.com/submission/255340/Locked_amp_Loaded_Potato
You gotta love it when you take a well known icon and you put them in a situation you thought you’d never see them in. Takes creativity to put this old favorite toy into this situation, but I do have to say – any action hero would be hard-pressed to deal with this Potato.

Don’t Get Mad, Get Even - http://www.threadless.com/submission/256214/Don_t_get_mad_Get_even
Classic. And it involves games, too. Not a bad combination for a shirt with something simple on the front of it. Frankly, the times when I did have an opportunity to get even in this game, it was more than a little bit of a thrill to turn the tables.

That’s it for this week, guys and gals! Be sure to sign up for an account at the Threadless site so you can score your own stuff!



February 18, 2010

Simu’s Old Faces For New Paces

It’s interesting how sometimes companies you might have interacted with on a daily basis in the past return to haunt your present – or in this case, my future.

Moon over Endor’s Ayane has an article up about developer Simutronics, who recently re-organized to deal with the demand for HeroEngine, an engine used by a variety of companies, and most recently and curiously, Bioware. Apparently, the engine will be used for Star Wars: The Old Republic, necessitating the need to expand offices and increase developer support.

Simutronics is not an unfamiliar name to me – but it isn’t because of the fact that I’ve been following SW:TOR for a while. No, Simu and I have a relationship that goes way back to my years in college (hey, it wasn’t THAT long ago, but I’m just saying) when hours and hours in a computer lab doing work was somewhat buoyed by a little-known pay-to-play MUD called Gemstone III. Gemstone, now Gemstone IV, was interesting in that it had dynamic events driven by GM-controlled characters, a system of customization that made getting an item designed unique, and roleplayers and stories galore. Even though the lure of graphical MMOs eventually cut deep into the playerbase, Gemstone retained a loyalty of a few thousand players that became a tight-knit community of folks from all walks of life. Among any of the old school developers out there, Simutronics seemed to me to have the most staying power.

All of this feeling has been proven with the fact that Simu’s HeroEngine is now good enough to be employed by a developer as credible and huge as Bioware. Simutronics has to re-organize teams in DC and in St. Louis to accommodate the new business, and the company is now making forays into iPhone development as well as cultivating their engine. I have to say, Simu has come a long way since I was grinding away at ice trolls in a black-and-white text-driven environment. If SWTOR is as much of a success as we think it might be, then Simutronics is going to have a whole hell of a lot more to celebrate about than just possessing some nostalgic memories of mine. I’ll be cheering for them.

February 17, 2010

Battle Royale’s Dystopian Boost

Recently I had the pleasure of showcasing cult classic Battle Royale to a couple of co-workers who’d never seen the film before. Geek media, especially media that is not well known in popular culture, is always a trip when you hand it off to a new audience, and it’s even better when it’s a piece of cinema that’s garnered a small, but loyal, following.

For those who haven’t seen Battle Royale, think Lord of the Flies (where a class of boys trapped on an island with no rules turns to savagery) with a dash of 1984 (where dystopian society turns to extremes to maintain order) thrown in. The entire premise of the movie rests on a question posed to the audience about what happens to rather innocent school culture when faced with extreme situations. The students in the film are drugged, brought to a remote island, and forced to kill one another until one survivor remains, part of an overall effort by their society to make better, more respectful children.

The cool part about exposing new people to this kind of dystopian, cultish effort is the fact that films such as Battle Royale are unabashed in their cheesy, cliche-laden presentation. It creates a kind of charm that is infectious to geeks, who take a sort of pride in liking the obscure and the unpopular. From the count of students being killed to little twists such as an accidental poisoning leading to a schoolgirl gun fight, the film marches along to the tune of its own drum. It’s blatantly violent, sometimes hilarious at inopportune moments and has made stars out of certain actors/actresses (hello Chiaki Kurayama, pre-Kill Bill) who have shined in brief moments. These are the kinds of things that geeks love to share with either other geeks or even better, an uninitiated audience of “normals” who have no idea what to expect.

Of course, there’s always the notion that showing geek media to people sometimes backfires (I’ve had people want the movie turned off after a certain part involving a head, a grenade, and resulting creative weaponry), but honestly, that’s kind of the appeal to showcasing a small, culty movie to people – you never know what you’re going to get. Personally, the laughter and “WTF” moments I got from the people I showed it to this time were proof positive that I’d succeeded in creating more converts. In fact, I wouldn’t be surprised if they turned around and showed it to others to get the thrill of watching others react to it. Sharing is caring, indeed.

February 17, 2010

Back to MMO Nostalgia

Syp has a notion regarding returning to an MMO, with LOTRO being the most recent foray back from other shores. Syp talks a bit about his experiences logging on, what’s changed, and how the community reacted to his need to accomplish game tasks.

I’m seeing this trend more and more among my fellow bloggers and MMO players in general – this thing about going back to a game you previously played for various reasons. Some go back because others are in the mix that they miss gaming with. Some go back because something else in another game has turned them off. And yet others go back because of a sense of nostalgia, a fond remembrance of good times and many hours spent in a favorite game.

Pessimists among us would say the mass return of players to various MMOs is a reflection of poor quality on the market’s current offerings and their staying power. But you know me – I’m always a sunny person with these things, and going back to MMOs you like is not necessarily a doom and gloom notion about the market as a whole. Really, I think that current MMOs, if they don’t satisfy someone, speak to a desire that he or she wants out of a game – one that can only sometimes be found in a game they played before. Leaving an MMO for the “new and shiny” and then coming back, also known as the “MMO Tourism” syndrome, is not terribly awful because people learn more keenly what they want and desire out of a game. General notions of “fun” and “cool” turn into more specific things such as “balanced, fast-paced PvP” or “dungeon crawls with bosses that aren’t just a tank-and-spank affair”.

Putting the tourism argument aside, there’s nothing wrong with nostalgia, either. In our general culture, “nostalgia” and its revival today is met many times with positive reaction. Sure, there are some movie remakes or TV show “reimaginings” that have flopped, but for every failure there is at least 1 or 2 successes that are successful at bringing back old feelings. Such as it is with MMOs, with Blizzard being the most visible of examples with the upcoming Cataclysm. This kind of re-visitation is not a weakening of the current market but a strengthening of the core things that make MMOs a success, and trust me – developers are watching what tweaks a player’s sense of good times.

I myself have forayed back into WAR for a bit. Mythic may have had its challenges, but the greeting of a returning player is certainly not one of them. You get pop-up entries of what’s changed, a new user experience that gives you a tutorial of game controls both new and old, and a real easy way to get back into the game with things like a limited, but endless, free trial. Along with the instant gratification PvP and casual nature of the game, it’s nice to come back to a title that doesn’t demand my attention in hours-long raids or a grind that would make Greek rock-pusher Sisyphus cry. I’d have never found out what I really wanted in an MMO had I not tried others to find out – and I suspect some of the rest of you have the same experience. Viva la Old School!

February 16, 2010

Give Me A Buzz

So while I was on my little hiatus, Google did it again, and by that I mean they came out with yet another free tool to hook people on. Following up with the social aspect of Google Wave, Google Buzz arrived a few days ago, integrated with Gmail and designed to be a response to social networking services like Facebook and Twitter. What’s the Buzz about? Well, with auto-follow on your most frequently mailed contacts, ability to share URL’s with your followers and who you follow, and Google’s almost idiot-proof interface design, Buzz has generated…well a bit of buzz for people.

A lot of naysayers say that Google spreads itself too thin by basically trying to do anything and everything, and that this latest foray into territory held by dedicated services is destined to fail. But Google, if anything, has learned to cultivate its tools by integrating them with its existing bread and butter services. Wave, for example, has had a slow start due to a lack of seamless integration with Gmail. Buzz, on the other hand, includes a brand new section in your Gmail and allows you to access you and your friend’s feeds at the click of a mouse. It’s why the response has been a bit favorable than it could have been.

I typically like to use Twitter and Facebook integrated together, so hopefully Buzz has the ability to integrate with all those services in order to present updates. It was interesting to see how many of my most frequent Gmail emailers decided to follow me – some did, and some didn’t, and my friends have taken to posting everything on Buzz from news articles to picture links. Funny how social networking services take off like that.

Whether or not Google’s newest tool will succeed remains to be seen – but it’s at least nice to see that a company isn’t willing to rest on the laurels of its past successes. If Google was satisfied with just its search engine, then we’d never see the convenience of Gmail or Google Docs or Google Video. Sure, there are some tools that are just a bit forgettable (Google Notebook anyone), but there’ve been more hits than misses, so I’m looking forward to what Buzz has to offer us.

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