Saturday, May 30, 2009

EDGE: The Making Of: Elite

BBC Micro
Release: 1984
Publsher: Acornsoft
Developer: David Braben, Ian Bell
When someone unfamiliar comes knocking on your door at ten o’ clock in the evening dripping with rain and weary after travelling the 300 miles from Liverpool to Cambridgeshire, you know you are in the presence of an obsessive. Questions including: ‘In which galaxy can the Generation ships be found?’ and ‘Just how many stars make up the whole game universe?’ only serve to re-establish the weird world of fandom which David Braben and Ian Bell, co-creators of Elite, must occasionally warp into.
Elite spawned the first ever Internet user group, and eventually docked on to 17 separate formats. The game established Braben and Bell as coding heroes to the next generation of programmers. It also brought them early fame, extensive news coverage and an amount of money no number of narcotic runs between Wolf II and Lesi could have garnered. But the Elite story began in a tiny dormitory at Jesus College, Cambridge, Earth.
---
Read the rest of the story at EDGE here: http://shar.es/31M1
---

Friday, May 22, 2009

Guardian Tech Weekly PodCast: Steven Spielberg on gaming


Tech Weekly

Hollywood supremo Steven Spielberg speaks with Bobbie Johnson about his transition from the big screen to the small – the movie giant's second computer game is out soon, and we find out if he's planning to turn his camera in for a controller on this week's show.

Wednesday, May 20, 2009

CNN.com: Virtual currencies' power social networks, online games

CNN:
When Santiago Martinez wants to give his friends birthday presents, he buys a cake or flowers or sometimes a teddy bear.
But the 41-year-old, who lives on Mexico's Yucatan Peninsula, doesn't spend pesos or dollars. He buys the gifts with an online-only currency called hi5 Coins.
He also doesn't deliver the gifts in the physical world. They appear digitally on his friends' online profiles on a site called hi5, which is a social network like Facebook or MySpace.
"They can't eat the cake. It is an image -- the thing that it represents," said Martinez, an accountant with a wife and two kids. "You can send the feeling of that [cake] that you want to send."
In any given month, he spends the equivalent of $40 in this manner.
But Martinez is hardly alone.
As our identities migrate further onto the Internet, currencies that exist only online are becoming a more significant part of commerce on the Web and in the real world. Some, like the hi5 Coin, operate almost like tokens in an arcade or tickets at a fair: They're a stand-in for real-world currency.
Other "virtual currencies," like Second Life's Linden Dollars, however, are traded on markets. The currencies also fuel online gaming communities and are becoming an important part of social networks.
Several online currencies are competing to be the economic engines for MySpace and Facebook, which don't have their own unified currencies. Other social networking sites, like hi5 and myYearbook, have created their own units of money for their users to spend.
All of this movement leads some experts to see a future in which virtual currencies enter the same trading space as their real-world counterparts.
The online monies are not robust enough to trade competitively against real-world currencies, but people underestimate the large amount of cash that is transferred from the real world into virtual currencies, said Edward Castronova, a professor of telecommunications at Indiana University.
Castronova says people transfer at least $1 billion into the virtual currencies each year, with most of that money going into online games. The actual amount could be much higher, he said, but the market is hard to quantify.
"The question is really one of scale," he said. "Is this big enough for someone to take their 401(k) [out of real-world currency] and start looking into this? No, absolutely not."
Sometimes, people collect online money simply by purchasing it.
In "World of Warcraft," players earn WoW Gold as they advance through the game. The currency has become so sought-after that it is bought and sold on a black market, experts said.
Low-wage workers in China are known to play the game for a living and then sell the virtual currency they earn to avid "World of Warcraft" players in the West. This despite the fact that the game's maker prohibits such activities.
As the market for online-only currency grows, problems that plague real-world economies start leaking in, said Charles Hudson, who runs the Virtual Goods Summit, an annual conference.
"Once you get a virtual economy that's functioning, you run into all the problems that we have with the real economy: taxation, interest rates, inflation. All of the same problems that cause headaches for the Federal Reserve come up in the virtual economy -- and the stakes are the same," he said.
The solution has been for each social network or game that uses its own currency to appoint a money manager. Hi5, for instance, employs a staff economist for this purpose.
The site soon hopes to make as much money through its virtual currency exchange as it does from advertising, which is the primary revenue source for many social networks.
Mark Methenitis, a Dallas attorney who writes a blog called "Law of the Game," said online currencies are "completely unregulated," which will make trading them against each other dangerous.
"There is huge potential for fraud, for what would be the equivalent of insider trading," he said. "Also, since these economies are completely under the control of the virtual world owner, it's pretty easy to cause massive hyperinflation."
Social networks and virtual worlds are currently trying to find ways to manage or capitalize on their developing economies.
These networks' successes may hinge on how they are able to manage their economies and currencies may, experts said.
Facebook is researching the idea of creating a unified currency but is "very early" in the process and has not committed to it, the site said in a statement to CNN.
Currently, applications on the site -- which allow users to play games with each other and trade gifts -- are powered by currencies made by the application's developers, not by Facebook.
These developers are making good money on the system, and Facebook is missing out on profits in that area, said Hudson, of the Virtual Goods Summit.
Joey Seiler, who writes about virtual worlds, said virtual goods are becoming more popular because people are taking their online identities more seriously.
At first, it may seem ridiculous that someone would pay for virtual currency in order to buy a T-shirt icon to put on a social-network profile. But Seiler said more or his friends see the virtual T-shirts on his Facebook page than see any T-shirt he wears in real life.
So being able to spice up his online identity has real value, he said.

Friday, May 15, 2009

IEEE Spectrum -The Sandbox: Xbox Motion-Capture Cam

Xbox Motion-Capture Cam


The Wall Street Journal is fueling rumors that Microsoft will be unveiling a motion-cap Xbox camera at next month's E3 vidgame convention in LA.
This isn't entirely new. Sony's EyeToy cam brought a rudimentary mocap experience to the Playstation 2 in 2003. Games like EyeToy Play were compelling, allowing players to, say, pop bubbles and smack enemies just by making gestures. But then, strangely, Sony put EyeToy on the back burner. So when Nintendo came out with the motion-sensing Wii remote in 2006, it stole the show. Microsoft is clearly making a play for the casual gaming audience here, but my question is this: will anyone care? Wii hit big thanks to addictive games like Wii Tennis, which fully capitalized on the motion-sensing controls. If Microsoft is to outdo the EyeToy, the company needs to debut a suitably stunning game at E3 that makes the mocap cam not only cool - but indispensable.

Here's the WSJ piece:

Microsoft Swings at Wii With Videocam
WALL STREET JOURNAL
By NICK WINGFIELD

Microsoft Corp. is developing a new videocamera for the Xbox 360 console that will allow players to control games with the movement of their bodies, people familiar with the matter said, an effort to attract the casual players who have fueled Nintendo Co.'s recent success.
The Microsoft device is a twist on Nintendo's blockbuster Wii game console, which allows users to swing a tennis racket or other equipment in games by holding a plastic wand in their hands.
Unlike the Wii, the Microsoft camera won't require users to hold any hardware to control on-screen action, the people familiar with the matter said. The camera would sit near the television and capture when players move their hands, legs or head.
A spokesman for the Redmond, Wash., company declined to comment.

[xbox]

The camera represents another effort by the games industry to reach out to consumers with more intuitive playing methods than traditional game controllers, with their array of joysticks and buttons.
Microsoft's camera uses 3-D technology, which gives players more accurate control over games than earlier game cameras did, the people said.
The potential move suggests Microsoft is stepping up efforts to gain ground on Nintendo, the leader in the market for the current generation of game consoles. A spokeswoman for Nintendo declined to comment.
Although Nintendo recently signaled that demand for its Wii may start to slow, it sold 601,000 Wii consoles in the U.S. in March, more machines than Microsoft and Sony Corp. combined, according to NPD Group, which tracks retail sales.
The Microsoft camera could be unveiled as early as the E3 videogame industry conference next month, though it likely won't be released until next year, the people said.
Microsoft, which saw revenue in its games division fall 1.6% to $1.57 billion in the latest quarter, is likely to sell the camera first as an accessory and could ultimately bundle it with the Xbox 360, a person familiar with the company's plans said. Pricing couldn't be determined.
The camera is based on technology that Microsoft developed. Microsoft also recently acquired an Israeli start-up called 3DV Systems Ltd., which has developed a 3-D camera and holds related patents, according to a person familiar with the matter.
In an email, Zvika Klier, chief executive of 3DV Systems, said "unfortunately I can't comment on the rumors surrounding this deal. ...We will provide more information when we can."

Posted by David Kushner on May 13, 2009 9:47 AM

Wednesday, May 13, 2009

[Reminder] Conference: The Philosophy of Computer Games 2009

Conference Announcement
(Please excuse multiple sendings)
THE PHILOSOPHY OF COMPUTER GAMES 2009
We are pleased to announce the fourth conference on the Philosophy of Computer Games, to be held in Oslo, Norway 13-15 August 2009.
Keynote speakers are Kendall Walton, author of "Mimesis as Make-Believe: On the Foundations of the Representational Arts" (Harvard University Press, 1993), Miguel Sicart, author of "The Ethics of Computer Games" (The MIT Press, 2009) and Grant Tavinor, author of "The Art of Video Games" (Wiley-Blackwell, forthcoming in October 2009).
For the Call for Papers, registration and further details about the conference, please visit www.gamephilosophy.org.
Deadline for submission of abstracts is June 1.
The conference is a part of an effort to develop a discussion of philosophical issues that arise in the study of computer games. The topics for this years conference include fictionality, definitions of computer games and ethical and political issues.
The target audience is media researchers and philosophers, but the conference is open to anyone with with a professional interest in computer games.
Nordic Game Research Network is organizing a pre-conference workshop for Ph.d. students on August 12.
With best regards
Olav Asheim
Miguel Sicart
Frans Mäyrä
Patrick Coppock
Sten Ludvigsen
Ole Ertløv Hansen
Stephan Günzel
Rune Klevjer
John Richard Sageng
Ragnhild Tronstad
Organizational partners:
Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo, Norway (Main conference host)
Department of Media and Communication, University of Oslo, Norway
Digital Games Research Center, University of Potsdam, Germany
Department of Social, Cognitive and Quantitative Science at the University of Modena & Reggio Emilia, Italy
Nordic Game Research Network
Intermedia, University of Oslo, Norway
Games Research Lab, University of Tampere, Finland
Center for Computer Games Research at the IT-University of Copenhagen, Denmark
Philosophical Project Centre, Oslo, Norway
Department of Information Science and Media Studies, University of Bergen, Norway

Thursday, May 7, 2009

IEEE Spectrum (The Sandbox): Barbie's Virtual World

Barbie's Virtual World
Virtual worlds aren't just growing for gamers and Second Lifers. One of the more popular ones for kids is from Mattel. The BarbieGirls.com site launched in the shadow of Webkinz with a very Webkinzy model. The virtual world was free, and kids would be a little plastic Barbie doll music player with a USB port to boot it up and unlock special content. Once on the Barbie Girls site, kids found the default Webkinz milieu – dress up, dollhouse, games – made-over Barbie style, of course.
The world is bright with purples and pinks, lime-green sofas out of an Ikea catalog and puffy pink egg shaped chairs. They click around glossy apartments with shiny wooden floors, and play outside with tiny dancing owls in the Tail Shakin’ Treehouse. And, oh yeah, when you earn B Bucks money from the virtual games, there are lots and lots of clothes to buy for your almond-eyed avatar – from lace-up pink boots to expensively ratty jeans. There are supposedly 2.64 quadrillion ways to dress up your character.
A surprising thing happened because of that – the plastic dolls lost their appeal. In the first 28 days, Barbie Girls attracted one million members, by 90 days, 3.5 million, all the way up to 13 million today. The kicker - and added surprise for Mattel - is that the majority of the girls on the site would never be caught dead in meatspace playing with a real Barbie doll – they’re too old. Turned out, the virtual worlds attracted a massive new market of pre-Facebook kids. The majority of the audience – 65% of the users – are girls age 9 – 12, kids who older than the core toy-buying crowd.
Mattel decided to find a way to monetize them in some other way instead. Barbie Girls became the first virtual toy site to go entirely subscription-based. For a sliding scale, girls sign up to become VIPs on the site, with special access and privileges. A free “basic” membership is still being offered but a nine-year-old told me “there’s nothing to do unless you’re a VIP.” VIPs get tiaras, others don't. Some things never change - even online.
Posted by David Kushner on May 4, 2009 4:32 PM | Permalink