Posted 11/02/09 at 11:30:14 AM by Quinn Norton
Like the other media industries, newspapers are having a hard time finding people that still want to give them money. Unlike music and film, newspapers aren’t selling to the customer so much as selling the consumer to the advertiser. But with circulations dropping and basically infinite new ad space becoming available on the Internet, advertisers aren’t signing up in droves. This being the news biz, there’s no lack of people to talk about why or what to do.
Some media pundits think readers who might pay are defecting to blogs. Others think Google News is being evil. Still others blame Craigslist.org for the death of classifieds.
Whatever the cause, my colleagues are running to the government for a bailout. Unlike car makers and banks, they aren’t asking for huge piles of money. They want a legislative bailout.
Continue reading after the jump.
Posted 10/28/09 at 01:00:00 PM by Thomas McDonald
One thing I learned while attending art school was that anyone who thinks he or she is an Artist-with-a-capital-A, isn’t. Anyone who tries to produce Art—complete with layers of meaning and a message and prepackaged interpretations that they are just dying for some sensitive soul to uncover, is inevitably going to produce self-conscious garbage. It will probably be boring, almost certainly ugly, and without question, philosophically tendentious.
In any art, pure technique (honed by hard work and diligent practice) and pure instinct (some mystical combination of observation, perception, and interpretation, most of it subconscious) mingle to create something that speaks as “art.” You can’t fake it.
Thus, when I boot a pretentious art-house game like The Path, I know I’m in for instant seating at the crap buffet, complete with a tepid chaser of trite, high-school-level philosophy about MEANINGFUL THINGS. The Path is… words fail me.
Continue reading after the jump.
Posted 10/08/09 at 01:45:31 PM by Thomas McDonald
Two years after dismissing, and even mocking, the Wii Remote, Microsoft has had a change of heart about motion control. Project Natal is an attempt to get rid of the controller altogether, replacing it with a tool that combines an “RGB camera, depth sensor, multi-array microphone, and custom processor running proprietary software.”
All of this provides full-body 3D motion capture, facial recognition, and voice recognition, then converts that information into real-time game control. The figures onscreen respond to your movements and even react to emotions based on facial expressions.
You know Microsoft is serious when it wheels out the big guns to deliver the overstatement. Such as when Steven Spielberg was asked for his thoughts on Project Natal at this year’s E3: “This is a pivotal moment that will carry with it a wave of change, the ripples of which will reach far beyond video games.”
Continue reading after the jump!
Posted 10/01/09 at 11:45:44 AM by Thomas McDonald
Long ago, I came to the conclusion that The Sims was designed for Someone Else. I don’t know who. Hottentots, perhaps.
I played through The Sims 3 with awe, respect…and profound boredom. It’s a brilliant piece of work, and if God is kind I’ll never have to play it again this side of Purgatory.
Meanwhile, I’ve been returning to Prototype. I like Prototype. I also liked it when it was called Spider-Man 2 and Hulk: Ultimate Destruction. If a game is worth playing once, it’s worth playing two more times with different character models.
Games are all about wish-fulfillment and power fantasies. Some people are content to wield their mighty power to get three gems in a row. Others would prefer to jump 10 stories in the air and punch a helicopter out of the sky. If you have the opportunity to do the latter, I have no idea why you’d choose to do the former, but people are strange.
Continue reading after the jump.
Posted 08/18/09 at 02:00:42 PM by Thomas McDonald
Some gamers treat the mere idea of microtransactions with contempt.
“Pshaw!” they snort, “like I’d pay real money to buy horse armor in Oblivion….” And then they usually trail off into a semi-coherent rant about their rights as gamers and greedy corporate pigs.
But microtransactions—which allow you to spend a few dollars on things to enhance a game, such as extra weapons or spells—are here to stay, and gamers just need to come to terms with that.
My little epiphany came when I took my son to the local Games Workshop store for some Warhammer love. There, spread out before me on shelves crammed with figures, books, paints, and all the rest of the paraphernalia of the hobby, was the world of microtransactions writ large.
Continue reading after the jump.
Posted 08/14/09 at 09:30:52 PM by Quinn Norton
Trademark has been a way for creators to indicate the source of their work for hundreds of years. It makes sense—one of the reasons I don’t buy that email-pitched V1agra is that I’m not sure I can trust Pf1zer. Trademark is in the same class of property rights that give us copyrights and patents.
No one else can call their drug Viagra, it’s Pfizer’s property. Recently, trademark law has been used to get domain squatters off common brand names, which I like when it really pertains to domain squatters and feel weird about when it targets the unfortunately named Viagra family’s website.
Colleen Bell is an Austin roller derby girl who skates under the name Crackerjack, a word that means expert, but is more fun to say. She’s trying to trademark her handle for inclusion in an upcoming video game featuring roller derby girls, presumably beating the crap out of each other. Fun!
Continue reading after the jump.
Posted 07/20/09 at 09:44:11 PM by Thomas McDonald
Empire: Total War and Stormrise are two radically different games with a common core. Developed by Creative Assembly, they give us a rare opportunity to see the stark contrast between what PC and console strategy games can and cannot do.
Empire is a refinement of a revered brand, featuring new elements set within a familiar context. Despite the bugs, it’s still a deep, detailed, and beautiful strategy game with a different texture from any other Total War game.
Stormrise severs the 3D tactical element from the Total War series and reconfigures it as a third-person real-time strategy game. The ground-level FPS/RTS hybrid is not the huge innovation trumpeted by Sega. Pandemic’s Battlezone II: Combat Commander attempted a similar RTS/FPS mélange 10 years ago, with pretty solid results. But memories are short and hype is powerful in the game world, allowing Stormrise to position itself as “The First Truly 3D RTS Game.”
Continue reading after the jump.
Posted 07/01/09 at 09:33:01 AM by Thomas McDonald
PC gaming began on mainframes and research computers. It moved to personal computers when independent developers put their games on floppy disks, sealed them in Ziploc bags with Xeroxed art, and sold them in hobby stores. If it is going to have a future that is not yoked to console design paradigms, we are going to have to recapture those roots and start paying closer attention to the small developers who are designing with us, and not 14-year-old console gamers, as their primary market.
Continue reading after the jump!
Feature
Review
Feature
Feature
Feature
