Cory Doctorow

Portrait of the blogger as a young D&D addict

Here's a mid-1980s CBC News scare-story about Dungeons and Dragons driving kids to suicide featuring (at 2:49 onwards) me and my classmates (the video is dated 1985, but I'm pretty sure this couldn't have been later than my graduation from Junior High in 1984). Ignoring the crazy-ass fearmongering, it's incredibly nostalgic to see all those kids I grew up with, playing with their minis and rolling their dice.

Dungeons & Dragons D&D Canadian Doc 1985 Part #2 (Thanks, Tim!)

Cory Doctorow

Pretending and games, design, commerce and life

Russell Davies presentation on "pretending" and "barely games" from the Playful conference is a wonderful exploration of the importance of pretending to fun and games, a subject often missing when we talk about why and how games work.

But it's not just a matter of dressing up. A successful pretending object has to delicately balance pretending affordance with not making you look like an idiot. That's why so many successful pretending objects are also highly functional. As anyone who's been down the Tactical Pants rabbit-hole can tell you it's easy to obsess for ages about exactly the right trouser configuration for your equipment (ooh-er), all with a perfectly straight face. But every now and then you have a moment of self-awareness and realise you're just pretending to be a cop or a soldier from the future or Val Kilmer.

And of course, what you're really doing is both things at once. You're being practical and thinking about function and you're pretending. But you need some plausible deniability - the functional stuff needs to be credible. Which is why pretending objects that are too obvious don't work. You're no longer pretending in your own head, you're play acting in the world.

Another thing - I've always wondered why software/OS makers don't do more with the power of pretending. Look, for instance, at the average desktop. It's using a pretending metaphor - but it's not much of an imaginative leap is it? It's a desktop on your desk. I can see how this would have been useful in the early days, getting people used to interfaces and everything, but surely there's more opportunity to have some fun now - to make software more compelling by adding some pretending value to it.

playful (via Wonderland)

Brandon Boyer

Please release me: Modern Warfare, Spore Islands, and Half Minute Heroes

For most, there will have been only one game released this week (and that most includes a number of major publishers, who, gun-shy from the competition, have pushed their own releases to Q1 of next year): Infinity Ward's return to the Modern Warfare franchise they laid down in 2007.

Modern Warfare 2 [Infinity Ward, PC/PS3/Xbox 360]

The developer has twice courted controversy in recent weeks, one for the very unfortunately devised viral video gag (for which IW has yet to offer a formal apology), and the second with early leaked video of what it surely intended as its most emotionally charged level -- a scene in which an agent embedded with an arms trafficker is present for a civilian massacre.

READ THE REST

Cory Doctorow

Hacklab.to's laser-cutter really *does* play the Mario Bros theme!

I owe the Hacklab.to people an apology. Last spring I ran this post about how they'd tuned the motor on their laser cutter to play the Super Mario Theme as it repositioned itself, and I mentioned that it was too perfect, and wondered "if it's not just some video of a laser cutter with a flanged-out version of the theme cut into the soundtrack."

Yesterday, I dropped in at the Hacklab in Kensington Market (it's an amazing place), and saw the laser cutter do its thing. And you know what? It plays an absolutely perfect Super Mario Theme. Seriously.

Laser etcher plays Super Mario. It's real! Hacklab.to, Kensington Market, Toronto, ON, Canada.avi

Cory Doctorow

Roomba Pacman

The Roomba Pac Man uses indoor location sensors and Unmanned Aerial System software to create a playable (albeit slow) PacMan built on repurposed autonomous vacuum cleaners.

Roomba Pac-Man (via Wonderland)

Brandon Boyer

The Edge Case: Indies Rally To Raise Copyfight Awareness

langdell.pngThe story of Tim Langdell's relentless and darkly fascinating trademark fight against any and all users of the name 'Edge' has been quietly storming under the surface for the better part of this year.

In a nutshell: Langdell's Edge Games, a UK-based publisher in the earliest days of home computer games, has tirelessly struggled to maintain ownership over the word against any would-be competitor, regardless of discipline, growing more convoluted and ludicrous the farther down the rabbit hole you go (the Chaos Edge blog is the most damning at documenting just how bizarre it's become).

edgetitlescreen.jpgFor nearly two decades, it seemed to work. Edge Games successfully struck settlements with movie and comic book companies, further strengthening his grip on the four-letter word, but then Langdell attempted to swat down what should have been his easiest target: tiny French indie developer Mobigame, and their iPhone debut, titled, of course, Edge (pictured left).

After successfully managing to get the game removed from the App Store, Langdell butted up against what could prove to be his downfall: the collective, unshakable 'might' of the indie game community, who've coalesced around the Mobigame struggle and mounted reams of evidence and circumstantial quotes about Langdell's business practices in his early days, seeking to shred the paper tiger and expose what little claim Edge Games has over the trademark.

Now with the legal might of no less than Electronic Arts behind them (who recently filed this scathing suit against Edge Games after Langdell seemed to be targeting EA's Mirror's Edge, using much of the evidence gathered by the indies), and with Edge Games now having successfully convinced Apple to remove Killer Edge Racing from the App Store, the indie community has served its latest sardonic volley against Langdell, rallying together to show support for 'the fallen' by incorporating the name into their own games.

Below, then, a gallery of all the participants' parodies. Whether the 'troll day' has any effect other than situation-awareness and to what end the community will take its efforts remains to be seen, but either way it's a heartening reminder of the size and solidarity of the indie games movement.

READ THE REST

Maggie Koerth-Baker

A Peek Inside a 17th-Century Guide to Magic Tricks

The title is a mouthful: Hocus Pocus Junior The anatomy of legerdemain. Or, The art of iugling set forth in his proper colours, fully, plainly, and exactly; so that an ignorant person may thereby learn the full perfection of the same, after a little practise.

The publication date is 1634. Although it's the earliest book devoted to magic as a performing art, it apparently takes its text almost exactly from a 1584 book called The Discoverie of Witchcraft. The Witchcraft book was meant to be a debunking text, proving to people that witches didn't exist and, thus, that we shouldn't go about condemning other people for witchcraft. Hocus Pocus Junior took the chapters on sleight of hand and slightly (heh) reworked them as an instructional manual.

Comparing Hocus Pocus Junior and the Discoverie of Witchcraft at Early Modern Whale.
Two Posts on the History of Hocus Pocus Junior from Bookride.com

Thanks to Holly Tucker!

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

83.jpg

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.

canabalt_slide.jpg

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 Georgia 'garlicbug' Hurbgljjsa, via Pauli MadamLuna Kohberger's BBS, via Saltsman]

READ THE REST

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

Lightsrusss
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.

READ THE REST

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:

READ THE REST

Xeni Jardin

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

venezuelainvaders.png

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.

READ THE REST

Rob Beschizza

iPhone game dev accused of stealing players' phone numbers (UPDATED)

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."

READ THE REST

Brandon Boyer

The EXAMINE'd Life: Keeping Interactive Fiction Alive

EDies.jpg

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.

READ THE REST

Brandon Boyer

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

15pxSF.jpg

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.

READ THE REST

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!)

More things you could be reading