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Rap-Blogging Doesn't Have to Make You Cringe

Interesting post from Anil Dash comparing blogging to hip hop, in terms of the futility of finding the ‘first’ to practise the form. It includes this video:

which includes a screengrab of my old site Bloggus Caesari. Whaddup, Caesar!

posted by D,

Jun 20, 2009.

The NFB's New Site

Oh, shit. This beta NFB site is too much. 400+ films so far, more being added, free to stream.

Would still like the ability to download, but [this is good]. Hit options and choose “extreme” (no “gnarly” option?) to get maximum resolution. (via 3rdparty)

Here’s Cosmic Zoom, one of my faves:

More...

posted by D,

Jul 24, 2008.

Rickrolled by God

Or, The end of the Game Neverending.

By the morning of the second day it seemed like the world would last forever. It had ended before, of course, but now that it had started over we wanted it to stay.

What do you when the world starts over? You explore. You’ve got a map – it shows a bunch of connected hubs, most labeled only with question marks. You move around so that their names are revealed: San Poshio, Soso, Bentown. You poke around in each area, their identities rich despite the paucity of information: a quick description, a little icon. Often, jokes. Sometimes you find items within and collect them, wondering what they do.

An image of the interface circa 2003, from the GNE Museum (click for big):

You remember that you can make things. As you do so, your ‘make’ skill improves and you can make even more things. You can see that all things require ingredients before they can be made, and you click on the ingredient to discover where it might be sold or where it grows.

I have blue paper already, magically. Paper is the currency of this world, and blue paper is very valuable. It tells me it grows underwater. Well, I better find ‘underwater’ then and get my hands on some more. Time to move on.

As you move your energy depletes – it can be replenished by consuming food and drink.

You consumed 5 burgers.

You also have mood and karma. You could pick up some snapdragons, say, and chose ‘contemplate’ from the item menu. This would raise your mood. And items can raise your karma too:

You dropped 1 funk.
energy +10 The funk gives you life! (everyone present)
mood +10 Someone dropped the funk and it disappeared in a puff of smoke. The funk makes you happy! (everyone present)
karma +5 Everybody loves the funk-dropper!

Yes, there are others present. Often you see them just passing through as fast as they can click to the next area. But other times you see them gathering, giving each other items. You can hear everything everyone says in your chat window, and people tend to be helpful. After all, they are happy the world exists.

The world is designed to make people happy. It’s designed to cultivate play. In the words of Stewart Butterfield:

The secret is, even though it’s called Game Neverending, it’s not really a game at all. It’s a social space designed to facilitate and enable play. The game-elements are there to provide both the constraints and the building blocks of interaction – since the thing you’ll notice about the kind of play I’m talking about above is that it is the kind of thing that goes on between people. Ludicorp was started because we imagine all kinds of social computing applications that we’d love to use and participate in, and no one else seems to be building them.

Well, they went on and built Flickr, which indeed embodies the principles Stewart’s talking about. Flickr took off, and the Game Neverending was shelved, back in aught-four, living on only as the file extension for some of Flickr’s pages: .gne. But the principles of social play infuse Flickr, and have made their way into almost every “Web 2.0” site ever since.

I played it back then, and always wished they’d bring it back. Equal parts text adventure, MMO and web surfing session, with a sense of humour right out of a Douglas Adams novel, there’s been little else like it since. And the previous and current incarnation of GNE was nothing compared to some of the developers’ goals for it: player item creation, map expansion, even governments. If only it would come back and flower into what it could be.

But nothing lasts forever.

house

On my travels I passed many a vacant house – remains of the last time the world existed, their occupants long moved on. People in the chat are saying that you can still buy them and that they’re a good place to dump your items. I stumble upon a real estate agency and check the listings – there are a few I could afford. After I collect a lot more blue paper.

I’m way remote on the map now. Through woods to ‘fire fields’. I find the underwater area and locate the stash of blue paper, one of many that appears as ‘God’ makes one of his periodic, automated announcements.

GOD: I have hidden another sheet of blue paper in a hub. Can you find it?

I’m not sure if I got my house on the first night, or the second day, but get it I did, eventually. By that time I had explored the entire map, made some contacts, made a whole lot of stuff. With the emphasis on making things, and little benefit in actually holding onto it, you wind up leaving little deposits of stuff everywhere for people to stumble upon. 50 donuts, say. Who could turn that down?

Getting the house was satisfying – even if it was only really a little icon and the words ‘living room’, ‘office’ and ‘entertainment room’. It was an idea in a game made of ideas – but it was mine.

And yet word came in the quickly-scrolling chat log that the world would end.

Some were upset, offering to pool money and buy the server to keep the world going. Others saw the beauty in the fleeting experience. Majick was just trying to get enough money to buy his house he had owned the last time around.

GOD: When you walk through a storm…

God was singing Sinatra. The countdown had begun.

Some, including myself, always the lurker, went to the Civic Center (the starting point of the game) and divested themselves of their belongings – you can’t take it with you, after all.

You dropped 1 inconceivably powerful breath mint.

I saw this go by in the chat log, and saved it:

It was indeed lovely. And for at least 3 or 4 of us, a very welcome respite from grief over recent deaths of people close to us (and no I am not kidding). Thank you, truly and deeply. This was a better tonic than almost anything else I could have imagined.

Many decided to meet in a secretive back room area. Avogadro announced he would spend “my last few moments at home with my fourteen cats and all the fish they need until GNE begins again.” Another lit out for the desert.

Then God posted this.

Me? I confess, I was experiencing this at work, and had to leave to engage in revenue-positive activities. When I returned, my browser window displayed the message The GNE is sleeping. With the little animated GIF of the infinity sign humming away.

It was a message of hope, perhaps, that God might deign to some day wake his creation, and thereby restore a singular game experience, a game-not-game, a thing of beauty in abstraction.

If He does, maybe I can get my house back.

UPDATE: There’s a video of the end here, and more stuff at the end of waxy’s post.

posted by D,

Apr 04, 2008.

The History of GTA at IGN

April is officially Grand Theft Auto IV Hype Month. You could get involved by jacking some cars, shooting some sex workers, and suing someone – or you could take the enlightened route and read the history of the series, a wild and woolly ride full of lemmings, confusing corporate mergers, and even Shigeru Miyamoto.

posted by D,

Mar 31, 2008.

Videogames May Not Be Timeless, But What Is?

In the article Are all video games doomed to irrelevance in the Globe, Chad Saphieha argues that, well, title of article because unlike films and novels which are valued for their stories and characters, videogames are valued for “elements that are constantly evolving within the medium, such as game design, play mechanics, and, to a lesser degree, graphics”:

In order to be considered timeless, a work of art must necessarily affect its audience in a similar way and to a similar degree, regardless of when it happens to be viewed. Super Mario Bros. fails this test because those who play it for the first time today have experienced more modern games that significantly expand upon and outdo Nintendo’s archetypal platformer. Everything Super Mario Bros. does well—its run-and-jump action, its hidden levels, its rewarding coin collection system—has since been improved upon by countless other games. We rightfully acknowledge and respect that it served as inspiration for later games, but we also understand that many of these games have inarguably surpassed their original muse.

On the other hand, “If The Godfather had debuted in 2008 rather than 1972, it almost certainly would have received reviews that were just as rave as those it earned 35 years ago. Ditto for a classic novel like Leo Tolstoy’s War and Peace.”

Unfortunately, that’s just not the case. Let’s imagine the Godfather comes out right now – after Goodfellas, after The Sopranos, hell, after Analyze This. After countless mob stories of every variety, let alone after the aesthetics of music videos and commercials have had massive influences on the style and pace of film storytelling. It would be shrugged off as a well-acted but nonetheless stodgily-paced and derivative mob drama.

I should know. I recently lent my Godfather box set to a friend who had never actually seen the films. He was less than impressed, but understood a key point: the sheer influence the film has had on subsequent films lessens its impact. I’ve felt similarly watching Breathless and Rashomon: the feats of technique and storytelling that made them remarkable upon release – and indeed won their entry into the canon – now seem commonplace by virtue of widespread imitation.

This is perfectly natural. Appreciating these past artworks requires not only a sort of aesthetic suspension of disbelief but also a certain knowledge of the work’s history and context. Really, there is no ‘timelessness’ in art; every work has its time and place. A work may speak beyond its own, but it doesn’t mean it doesn’t have one. This is true of videogames just as it is of any other art form. Videogames may change more rapidly than other forms, but hey, what doesn’t these days? And really, despite the advances in graphics, AI and online play and suchlike, we’re still clearing levels and beating bosses like we were in the 80s.

People do still play Super Mario Bros. and Donkey Kong. The classics live on in emulation and on Live Arcade and the Virtual Console and even in their original physical incarnation. (To say nothing of the many current releases, including many art games, making use of “dated” technology like 2D graphics.) Our classics – as young as they are yet – are still alive and well, thank you very much.

posted by D,

Mar 29, 2008.

Rez HD

Now that’s a flashback. Rez was originally released by Sega for the Dreamcast and PS2 in 2001, and has just arrived on the Xbox 360 Arcade in an HD version. Rez is a rail shooter, but a musical one, a dated-yet-awesome musical one. It’s like Tron at a rave, with trance beats, iTunes-visualizer-esque visuals and a flying through cybertunnels, cyberhacking the network backstory. Rez’ creator is Tetsuya Mizuguchi, and you can read an interview with him at Game|Life here.

Notably, Rez was the game for which the Trance Vibrator peripheral was released.

I’ve almost played through the first three levels, and I would qualify this game as bitchin’ awesome hot shit. It’s original, easy to control, fun, and synesthesiatastic. At 800 Microsoft pesos, or around $10, I’d say it’s worth the cash, if only as a utility for inducing bliss – or possibly vomit – after a hard night out.

posted by D,

Feb 04, 2008.

Casting Out the Inner Eye of Judgement

After Angry Robot Sounds #2 I gave more thought to the things I had said about young gamers and gaming history. I began to look at my own view of gamers and how I judged them and myself into hardcore vs. casual, young vs. old and how that negatively affects how I view gamers in general. I’ve attached siginficance to those who have played more and given honour to what they played and knocked those who played things I deemed unplayable for myself. I began to realize that I ridicule different sections of gamers and I wanted to figure out why that happened. It was through looking at gimmick gameplay in Sony’s new game The Eye of Judgement that I began to see my old thought patterns returning and how I could challenge them and myself to see gaming in a new way.

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posted by Nadine,

Aug 06, 2007.

Civ III Mod Teaches Canadian History

Neato. “The game allows players to take control of one of Canada’s early European or Aboriginal civilizations, making important decisions ranging from planning their settlement and crops, to determining when to wage war or make peace.” It’s a free download here, if you already have Civ 3.

posted by D,

Jun 06, 2007.