Archive for the ‘gaming’ Category

Gary Gygax died on Tuesday.

Wednesday, March 5th, 2008

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Images source: Wired.com


I was sad to just find out that Gary Gygax, the creator of Dungeons & Dragons died on Tuesday.

I haven’t played D&D in about twenty years, and when I did I was never particularly very good at it. But it was 80s, and video games still had 8 bit graphics, and I was really into creating characters, lead figures, and dice with more than six sides. Eventually video games would get more advanced, and D&D seemed to be passed its peak. As his obit in the The Time Online noted, his influence can be seen in years to come. The early 3-D first-person shooter games that started appearing in the mid-90s, such as Doom (even if it was more sci-fi than fanasty, the player is still running around a subterranean maze of sorts), Myst, and World of Warcraft come to mind. Magic the Gathering seems to be an obvious extension of D&D as well, although not a video game.

I appreciate that fact that Gygax didn’t particularly like video games, and never designed one. As he was quoted in an interview in 2005, that Dungeons & Dragons “offers camaraderie, imagination, socialisation… Computer games can be so isolating. They’re not anything like sitting in a group and laughing, telling stories. You can’t share a bag of Cheetos online.” And even though I’m still not a huge gamer, there are still residues of my D&D days such as a love of graph paper and my DVD box-set of the Dungeon & Dragons animated series voiced by Willie Aames ( Tommy from “Eight is Enough” and Don Most (Ralph Malph from Happy Days.)

D&D seems to continually appear in random places over time. The last episode of Freaks and Geeks, Discos and Dragons, which is amazing and some of the best television ever produced. The opening lines to In the Garage by Weezer, “I’ve got a Dungeon Master’s guide, I’ve got a twelve-sided die,” is brilliant. However Gygax’s influence, as alluded to before, moves beyond that of kitschy, vaguely ironic pop culture references.

More recently, I went to a panel on gaming for the book, The Game Design Reader: A Rules of Play Anthology by Katie Salen and Eric Zimmerman. One of the speakers included in the anthology was Gary Alan Fine, a sociologist, now at Northwestern. In the 80s, he did an great ethnographic study of role playing gamers, including ones who played Dungeons & Dragons, which he documented in his still in print book, Shared Fanasty. The book contains knowing insight into the players of these games and their social structures, during that period, and still has relevance today as new (or perhaps not so new) social structures and conventions are being created in today’s MMRPGs.

Players of D&D in the 70s and 80s went on to advance the world in computer science and gaming, which clearly influenced the development of these technologies and environments for better or worse. We are only recently moving beyond these motifs and initial sources of inspiration in our increasing digital and interactive world. However, it is still important to mark the influential role that Gary Gygax played in the development gaming and virtual worlds, even if he lived in relative obscurity to the world at large.

Passages: getting close to interactive fiction

Friday, December 21st, 2007

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Aleks sent me this link to the game “Passages” a couple of weeks ago, which also got picked up on the blogosphere. It’s definitely worth spending ten minutes playing the game. I’ll try not to spoil it too much, but some may want to play it first and then read the post.

Passages is getting closer to what I would call interactive fiction. Although Passages is a game, it has a narrative associated with it. The game play leads the reader/player through the process discovery, and insights from the author. The success of the game hinges upon having a point of view, which most games as interactive fiction lack.

The main challenge of interactive fiction is related to the idea that author has a point of view, which she is trying to convey to the reader. This leads to tree and branch narratives, where the choices seem contrived or obvious in the attempts to lead the “reader” down a particular path. Interactive narratives are getting closer. They still offer incomplete experiences because the reader/player always tried to do something not built into the game engine, which breaks the illusion. Games like Bioshock are definitely moving towards more cinematic gaming experiences, which takes game art direction to new heights. However, improving interactive narratives is not solely based on more complex decision trees, artful imagery or polygon renderings.

Passages is very simple game, stripped down to 8 bit graphics. Its compelling narrative and commentary on life, relationships, and work life it above other works. It’s a simple reminder that games as the fiction of the future will still need to have a perspective and something compelling to say. Otherwise, it will be remain delegated to the realm of genre fiction.

Nokia give the N-Gage another go

Monday, August 27th, 2007

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Image source: nytimes.com

New York Times reported that Nokia is priming a relaunch of the N-Gage after two failed attempts at providing a portable phone and gaming platform. Following two attempts to market the N-Gage in 2003 and 2004, Nokia pulled the line of devices from Europe and North America in 2005, after lukewarm sales, well below their sales targets. Not giving up, Nokia hired the legendary design firm IDEO, for a user-centric design approach for the next iteration. Now, the new N-Gage will allow people to play games with their friends and strangers, and try-out and purchase games from their phones. They will also know more about the skill levels of the other people they are playing against, so they can find people of similar abilities, which was a user need that was discovered through IDEO research. If the re-launch is successful, the N-Gage could become a textbook example of user need driven product design.

Combining a portable gaming device and a phone seems like a no brainer, but success has still been elusive. Besides Nokia, the other obvious places to look have been slow in making progress as well. Sony presents yet another example of the Japanese giant having a difficult time getting their individual arms to work together, but it looks like they are starting to work it out. After years of rumors, Sony has filed a patent on a mobile gaming platform that will combine the PSP with Sony Ericsson phone technology. Seeing that the patent was only filed in May 31, 2007, seeing a product to market in the US, could take time. However, as unwired review notes, if it can play PSP games, it could have immediate impact.

Putting aside the success of the DS line and the Wii console, Nintendo is still strangely silent, despite filing a similar mobile phone gaming patent way back in 2001.

Of course, Sony, Nokia, and Nintendo will also have to deal with the US carriers, who lean heavily toward restrictions on their ondeck services, as they too want to earn revenue from the mobile gaming market. It’s not clear to me, how the N-Gage will integrate with US mobile carrier services. I’m definitely going to follow up on the agreements that will be made, and how the services will play out. The complexity of the current system definitely makes it even more clear that, the FCC mandate of device and software interoperability for 700 MHz auction was important, even if some people think the FCC compromised too much.