Cory Doctorow

Bioshock Hypo replicas

As Alice at Wonderlandblog points out, it's rare to see official merch as good as these Bioshock 2 EVE Hypos -- you usually have to find some fetishistic fan art. But this is an actual in-store tchotchke, and it's a corker.

(via Wonderland)

Brandon Boyer

The Running Man: behind the sketchbooks of Adam Saltsman's Canabalt

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Adam 'Atomic' Saltman's one-button action-opus Canabalt (covered earlier in a previous column) will likely go down as 2009's biggest viral surprise -- to no less even than Saltsman himself, who admitted at this year's Austin GDC Indie Games Fest to squandering and then scrambling to capitalize on the success the game near instantly saw (the first 120,000 players the game captured by its second day, and subsequent 650,000 by the week's end, saw none of the cross-indie/Twitter/iPhone port promotions subsequently rolled out as quickly as possible).

But there's almost no one in the industry that hasn't taken serious note of its acclaim and wondered what magic formula there might be hidden in its design that can be replicated elsewhere. And so -- in service to fans, would-be devs and established designers alike -- Saltsman has provided us with his sketches and notes, illustrating each leap to logical leap he made in finishing that first version.

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Interestingly -- though maybe not so surprisingly, given that the game was created for the Experimental Gameplay's 'Bare Minimum' challenge -- the documents show a game more complex than what we eventually received, with its anonymous runner able to pull off sliding ducks on top of his now-singular jump, and 'edit' and 'profile' modes obviously stripped from the game (indeed, the entire game seems to now live inside what Saltsman originally had planned as a 'quick race' option).

And so, what follows is the necessarily brief notes and calculations for a necessarily brief production, neither any less worse off for it: let us know if you crack Saltsman's magic code.

[Canabalt fan art at top by Pauli MadamLuna Kohberger, via Saltsman]

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Cory Doctorow

Space Mountain queue gets short-play video-games


A reader writes, "Passengers riding Walt Disney World's updated Space Mountain attraction will be able to play video games as they wait in line. Each game lasts about 90 seconds with a 90-second interval and the games can accommodate 86 players at one time."

Space Mountain is a notorious slow loader (all coasters are, since they can't do that lovely continuous belt thing that characterizes, say, the Haunted Mansion; nor do they support giant boats like Pirates of the Caribbean). Anything to make the queue less dull is great news!

Walt Disney World's Classic Space Mountain Attraction to Reopen with a Few Surprises

rushkoff

Rushkoff on writing for a new alternate reality game

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Douglas Rushkoff is the author of Life Inc., Coercion, the graphic novel Testament, and many other books.

I've written and even taught a whole lot about interactive narrative over the years, but rarely have the chance to play with this stuff. So last year, when a Canadian games company rang to see if I'd be interested in collaborating with them on developing stories for a giant, multi-dimensional gaming universe, I jumped. It was like I was being given the chance to live out Jack Kirby's dream of world-building with Robert Anton Wilson's vision of multiple and overlapping perspectives.

The early results are finally making it online as the preview of a graphic novel, which spills out into the trailhead of at least one Alternate Reality Game, and also comprises the back story of the coming videogame series. This is a big big universe - a giant war for the future of humanity, of course - with maybe one overall timeline but many different pathways through the material. So people might follow my characters through a series of graphic novels, and learn something about them that they can then use in the games, or an artifact they find in the game might help them decode something in the comics. And even the ARG that people are beginning to play right now - through which they are "finding the others," and forging coalitions with other gamers in their own parts of the world to solve certain challenges - is a set-up for the bigger game, where these larger groups will be responsible for various aspects of the coming war.

The object of the game right now is for the players to build the "Darknet," an alternative network through which a global resistance can operate, and people can begin to piece together why NASA scientists are being rounded up and what the hell happened over the skies in Los Angeles.

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Brandon Boyer

Please release me: Left 4 an IGF onslaught

Though for die-hard RPG nuts it'll have been a red letter week with the release of Bioware's Dragon Age: Origins, it hasn't been enough to wean me off my daily regimen of pushing further into the Borderlands and compulsively playing through the two levels that make up the Left 4 Dead 2 demo (above, now fully released to the public) with each character, hoping for just one more scrap of rarely-triggered dialogue to more fully flesh out just who these characters are that I'll be spending most of the winter with.

But it's without any facetiousness that I admit that there's one game release this week that's particularly pricked my ear:

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Xeni Jardin

Venezuela bans violent video games: a first-person guest essay

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Guido Núñez-Mujica, a 26-year-old Boing Boing reader in Venezuela who is an avid gamer, writes in with this extensive personal observation piece about a new law that widely criminalizes video games in the South American country. As you read the piece, please also bear in mind that publishing this sort of thing under one's full name is not done without personal risk.

These games are a cherished part of my life, they helped to shape my young mind, they gave me challenges and vastly improved my English, opening the door to a whole new world of literature, music and people from all around the world. What I have achieved, all my research, how I have been able to travel even though I'm always broke, the hard work I've done to convince people to fund a start up for cheap biotech for developing countries and regular folks, none of that would have been possible hadn't I learned English through video games.

Now, thanks to the tiny horizons of the cast of morons who govern me, thanks to the stupidity and ham-fisted authoritarianism of the local authorities, so beloved of so many liberals, my 7 year old brother's chances to do the same could be greatly impacted.

After the jump, Núñez-Mujica's essay in full.

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Rob Beschizza

iPhone game dev accused of stealing players' phone numbers

vampireslivethumb.jpgIphone game developer Storm8 exploited an "electronic backdoor" to learn the phone numbers of players, according to a class action lawsuit filed in San Francisco.

Filed on behalf of Lynnwood, WA resident Michael Turner, the suit claims that the practice is not authorized by Apple and involves the execution of "malicious software code."

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Brandon Boyer

The EXAMINE'd Life: Keeping Interactive Fiction Alive

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As with my earlier column on the new vanguard and returning classic franchises that are keeping point and click adventures alive a decade or more past their prime, there's one other genre that all but the hardest-of-the-core and its tight-knit community itself seem to have forgotten: the text adventure.

It's a genre that -- if you grew up gaming -- probably makes up some of your earliest memories: my own definitely revolve around waiting impatiently for the TI99/4A's cassette deck to finish screeching its way through loading Scott Adams' Adventure series (now playable online here) and pondering the etymology of "pieces of eight", continuing through my teens to the unmistakably British worlds of Graham Cluely's Jacaranda Jim and Humbug (the games that first taught me the word 'whinge').

And it's a genre that certainly is flourishing deep in the underground at places like The IFDB, the IFWiki, the yearly IFComp(etition), and the tireless work of people like Emily Short, but it took an Indiecade finalist and an iPhone app to hook me back in, with a short-list of the top games to try included below the fold.

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Brandon Boyer

15 Dots Enough: Alaskan Military School's low-res game demake videos

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With gaming's current trend toward the nostalgic taking us on Bit.Trips and Extreme invasions, and with indies giving us de-made versions of modern classics, it more or less follows logically that we'd eventually see the imageat top.

Recognize it? Likely not off the bat, but you'd be surprised what a little motion and original sound can do to a 15-pixel panorama. Below the fold, then, the answer to the riddle plus several handfuls more in the lowest-res high-res gallery you'll ever witness, courtesy UK animation group Alaskan Military School and their viral videos for just-completed British games festival GameCity.

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Cory Doctorow

Adorkable kids' Mario and Luigi costumes


Jim sez, "In a fit of creativity, my wife dressed our son and daughter as the Mario Brothers. Throw together a few simple items, and one hat pattern later and you have a simple sibling costume set."

Halloween 2009: Making Mario (Thanks, Jim!)

Cory Doctorow

Big Head papercraft Hallowe'en costume


Eric made this smashing papercraft "Big Head" costume for Hallowe'en this year, based on the Big Head mode from classic video games.

Head (Flickr) (Thanks, Eric!)

Cory Doctorow

3D printed ban-hammer


Chris sez, "I made a thing! This thing did not exist before I decided to make it. John Young called out to me from his universe, 'Make me a Ban Hammer!' So after a little 3D modeling and research, I conjured into existence the worlds only real Ban Hammer. If you are so able and inclined, you can print your own with the instructions given here."

Sisters and brothers, these are the first days of a new golden age of kipple.

Ban Hammer: 3D printed (Thanks, Chris!)

Brandon Boyer

Please release me: Borderlands and Bomberlands, Hook Champ and Earth Dragons

Were it any other week I might be lamenting the lack of high profile retail releases, but as it happens, both the release of a demo for Valve's upcoming Left 4 Dead 2 and one other game have been eating up nearly all my spare time (and a good deal of non-spare-time as well), that game being:

Borderlands [Gearbox, Xbox 360/PS3/PC]

Gearbox's promise to deliver the first person, dungeon crawling shooter that Hellgate: London was panned for falling short of appears to have gone without a hitch -- the result is one of the most compulsive plays I've accidentally fallen into since I first thought I'd see what this whole 'Fallout 3' deal was.

Take that game and add in a dash of S.T.A.L.K.E.R. (for its less overtly emphasized narrative structure, though its own barren post-apocalyptic world is more Mad Max wildstyle to the former's dreary Chernobyl hot zone) and you've got a game that's split into a series of "one more go" pursuits, as you push yourself past that next hill and then the next, hoping to stumble across that next, procedurally generated, best-gun-ever, which in turn leads you to pushing on to just see what that one is capable of.

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Cory Doctorow

World of Warcraft and Philsophy


Kevin Haw writes in to tell us about World of Warcraft and Philosophy, a new collection of essays and stories:
Plato, Socrates, Nietzsche, Adam Smith... Sure, they were all great thinkers, but how long would they have lasted in Ulduar?

Continuing with the ongoing Popular Culture and Philosophy series, World of Warcraft and Philosophy, (Wrath of the Philosopher King) will be hitting bookshelves on November 1st. This collection of essays and short fiction addresses the ethics, economics, and metaphysics of Azeroth and its inhabitants. Along the way, the collection takes quick excursions on issues of gender identity, leadership, hate speech, and the likelihood of the IRS auditing a troll. Add in shoutouts to Machiavelli, Gary Gygax, and Thomas Jefferson (and, yes, even Cory Doctorow) and you've you might find yourself leveling up in intellect as well as your combat skills.

World of Warcraft and Philosophy (Popular Culture and Philosophy) (Thanks, Kevin!)

Brandon Boyer

What the Alternative Press Expo Taught Me About Games

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San Francisco's recent Alternative Press Expo was the last place I expected to turn up videogames, but it took less than a few minutes of circulating amongst the self-published sprawl until I stumbled on my first controller. I suppose it shouldn't have been as much a surprise as it was: the phoenix-like rise and return of indie/self-published and otherwise bedroom-coded gaming has followed near identical trajectories as indie music and publishing, it's just taken a bit longer to get here.

But surprisingly, few indies have fully mastered the art of cross-media, whether by lack of interest, resources or knowledge, even though all of the necessary tools and channels are already directly in their hands.

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Cory Doctorow

Google Wave as an RPG environment


Ars Technica reports on the nascent Google Wave RPG scene, in which wavesters are amusing themselves by using Google's collaboration tool s a surprisingly effective (for some games) means of keeping track of the action in game:
The few games I'm following typically have at least three waves: one for recruiting and general discussion, another for out-of-character interactions ("table talk"), and the main wave where the actual in-character gaming takes place. Individual players are also encouraged to start waves between themselves for any conversations that the GM shouldn't be privy to. Character sheets can be posted in a private wave between a player and the GM, and character biographies can go anywhere where the other players can get access to them.

The waves are persistent, accessible to anyone who's added to them, and include the ability to track changes, so they ultimately work quite well as a medium for the non-tactical parts of an RPG. A newcomer can jump right in and get up-to-speed on past interactions, and a GM or industrious player can constantly maintain the official record of play by going back and fixing errors, formatting text, adding and deleting material, and reorganizing posts. Character generation seems to work quite well in Wave, since players can develop the shared character sheet at their own pace with periodic feedback from the GM.

Unfortunately for those of us who are more into the tactical side of RPGs, it isn't yet well-suited to a game that involves either a lot of dice rolling or careful tracking of player and NPC positions. Right now, Wave bots are hard to get working reliably and widgets are scarce, which means that if you don't want to use the standard dice bot that Wave debuted with (dice bots are an old IRC favorite) then there isn't really another convenient option; rolls are either made with real dice and then posted on the honor system, or they're posted in batches and a GM then uses them in sequence.

Google Wave: we came, we saw, we played D&D (via Futurismic)

Brandon Boyer

Thrashing, mad, metal: the art of Double Fine's Brütal Legend

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Though it's nearly impossible to find a tidy way to sum the work of LucasArts adventure vet and Double Fine head Tim Schafer -- with a catalog that ranges from de los Muertos noir to deep-psyche introspec-/explora-tion and now to a heavy metal heaven/hell (depending on your attitudes toward the genre's aesthetic) -- one undeniable trait rings consistently true through all.

Schafer and his stellar team of artists and writers know character, and put character above all, a philosophy that lets players navigate some of gaming's most preposterous landscapes and peculiar conceits always feeling entirely grounded by the essential humanity around them.

Nowhere is that more evident than in the ancient Rock realm to which you travel in Brütal Legend: an epically monumental world inspired by the stormily apocalyptic vistas of classic metal album covers, now fully explorable and brought fantastically to life by the Bay Area studio.

And so, following the short trailer below that gives you a taste of how Legends's world would eventually form: a look at the original conceptual design behind those vistas, and especially the characters that inhabit them -- every bit as instantly recognizable (in their leather and spikes, worn-through denim and low-top All Stars) as they are awesomely ridiculous -- from Double Fine artists Scott C, Peter Chan, Nathan Stapley, Levi Ryken, Razmig Mavlian, and Mark Hamer.

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Lisa Katayama

Advisor: My husband has a virtual girlfriend

Rinko.pngMeet Koh and Yurie. They're a happily married young Japanese couple who moved from Tokyo to San Francisco a year ago due to a job transfer. In early September, while on a business trip back home, Koh bought a new game cartridge for his Nintendo DS. It was mostly out of curiosity — the Japanese Twitterati were all abuzz over a new dating sim called Love Plus, and he just wanted to see what the hype was about. "I've tried the other dating sims before just for kicks, but I never got hooked," he says. "I didn't expect this to be any different." He was wrong.

During that one week in Tokyo, Koh found himself fully committed to his virtual relationship with Rinko, a pouty, hard-ass high school girl who hung out at the library. The relationship was formal at first, consisting of awkward whispered conversations in which she sent mixed signals and called him by his last name. As things got more heated, though, she started calling him Kohichi (calling someone by the first name still carries a degree of intimacy in Japan) and became more demanding of his attention. "I felt like I might get sucked into this world," Koh, who is an engineer at a major game manufacturer by day, tells me. "It's not like any dating sim with young girls in it becomes a hit, but this one is really well-made."

An article posted on a Japanese tech site in September told the story of several women who had complained on an online bulletin about how their family lives were disrupted by husbands addicted to Konami's hit game. Last weekend, I invited Koh and Yurie over to my house to talk about Koh's virtual relationship with Rinko, and how — if at all — it had impacted their real world husband-and-wife dynamic.

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