Posts tagged with games

Why Can’t I Just Buy Feelings Directly?

A study on iOS In-App Purchase behavior shows that most money spent on IAP is for things of fleeting value, like the eagle that skips you over a level in Angry Birds:

While the consumer is indeed purchasing virtual items that are most often consumable, what’s most important to understand is the psychology behind these games. In freemium games, consumers are experiencing compelling, immersive entertainment. They feel gratified when they progress, accomplish goals, create a unique world, and in some cases, show off to their friends. In exchange for this gratification, they are willing to spend real money, and lots of it.
And in the blue corner, we have Tarn Adams from Dwarf Fortress:
Tarn sees his work in stridently ethical terms. He calls games like Angry Birds or Bejeweled, which ensnare players in addictive loops of frustration and gratification under the pretense that skill is required to win, “abusive” — a common diagnosis among those who get hooked on the games, but a surprising one from a game designer, ostensibly charged with doing the hooking. “Many popular games tap into something in a person that is compulsive, like hoarding,” he said, “the need to make progress with points or collect things. You sit there saying yeah-yeah-yeah and then you wake up and say, What the hell was I doing? You can call that kind of game fun, but only if you call compulsive gambling fun.” He added: “I used to value the ability to turn the user into your slave. I don’t anymore.”

What I want to know is, when game designers get good enough that they are really playing chords on the same neurochemical brainstrings as drugs and gambling are, well, what happens next? I don’t understand why people are so hung up on the violent content of games, which seems totally and utterly harmless to me, and why the moral panic brigade seems to ignore the increasingly skillful way in which game designers manipulate the risk/anticipation/reward loop in people’s brains.

Nothing like it really. Not the actual game so much – to tell the truth, real baseball bored him – but rather the records, the statistics, the peculiar balances between individual and team, offense and defense, strategy and luck, accident and pattern, power and intelligence. And no other activity in the world had so precise and comprehensive a history, so specific an ethic, and at the same time, strange as it seemed, so much ultimate mystery.

—Robert Coover, The Universal Baseball Association, Inc., J. Henry Waugh, Prop.

coover story in a week ago’s New Yorker. Haven’t read it yet.

I would argue that the “Z” (UNUSUAL PLAYS) chart was Barnes’ greatest invention of all, for the draw of a “Z” amid the flurry of FACs being overturned throughout the game meant a respite from the grind of flipping and notating and recording. “Z” was weird; “Z” was liberating. For instance, here is “Z” no. 15: Batter hits apparent home run down foul line. Umpire calls it a FOUL BALL, JUST FOUL. Batter argues and umpire rejects his opinion on eyesight. Batter kicked out of game.

Well, this requires innovation, for the number 15 is going to come up several times over the course of typical summer, and the scenario that one must play out in one’s head is dependent on whether the batter in question is Reggie Jackson or, say, Paul Molitor. In order to make the game real, in order to maintain the narrative, each “15” must be unique (at least in one’s own mind), and this can be burdensome.

This is the brilliance of Barnes’ invention: It was grounded in formulas, but it was elastic enough to foster creativity. What I devised in those summers was my first unfinished novel.

Michael Weinrab on Statis Pro Baseball

%s1 / %s2

Children’s Games

Children's Games

Children’s Games, by Pieter Bruegel the Elder, 1560.

( via lapham’s)

The appeal was obvious, the cleanly geometry, the assurances of physical ballistics, the organic richness of the wooden lanes and the mute servitude of the machines that raised the pins and swept away the fallen, above all the powerlessness and supreme, the ball held, the ball directed, the ball traveling away like a son, beyond hope of influence. A slow, large, powerful game.

—Denis Johnson, Tree of Smoke, p. 152

A Mind Forever Voyaging

A Mind Forever Voyaging

You play as a ‘normal’ guy in a ‘normal’ South Dakota town. However, you find out that you are actually a computer - a computer simulation of a ‘normal’ guy in a ‘normal’ town, designed by the government. You’ve been sent ten years into the future to see how a new government program affects the town and its residents. You’re to monitor the town and return with recommendations on how to alter the program. As you’re a computer, you can remove yourself from the simulation at any time and read up on news and information in communications mode as well as take control of the other computers in the complex.

A bit of Z-machine trivia:

AMFV is the first Infocom game with the “oops” command—in which a typographical error in a previous command could be re-written without re-typing the entire command.

Self Correcting Labyrinths and Virtual Journeys

Self Correcting Labyrinths and Virtual Journeys

Been awhile since BLDGBLOG showed up here, and this has been on my mind for the last month or so.

McElhinney went on to build his own full-scale “switching labyrinth” near London’s Euston Station. Participants in this experiment “animated” McElhinney’s switching labyrinth by way of “a stepper motor and slide mechanism” that, together, were “able to periodically shift, ‘switching’ openings to offer alternative entrance and exit paths.”

After watching all this unfold, McElhinney suggested that further research along these lines could help to reveal architectural moments at which there is an “emergence of labyrinthine, or familiar, spatialities within an unknown or changing maze framework.”

The labyrinthine caverns of Zork and the non-visual structure of Infocom games are mentioned, and I would love to see a visualization comparing human traversals of real-world maze-like spaces and navigations of those same spaces using virtual interfaces– both text-based and those rendered with state of the art first-person-shooter engines.

( via bldgblog)

However all this was understood in 1943, when I came upon it, the idea that a single reality underlies music and mathematics, art and science, expressible only in a nonverbal language of very cool hieroglyphs, was irresistible, attracting the serious psychedelic vanguard and the daily dope smokers alike. It was easy to feel that our late-night speculations in aromatic Hoboken lofts or Topanga cottages were games of the same kind, and we were players (though doubtless we more closely resembled the vain and fatuous spielers of the Feuilletonist Age). But we were drawn also by a game “played” more as music is played than as a sport is played, a game that players spend a lifetime learning and yearning to excel in, but in which they can excel only by cooperating, not competing: you triumph at the Glass Bead Game only insofar as other players do too. No one is defeated. That’s what got to me, and what I talked about with others, when I first read the book.

John Crowley reconsiders The Glass Bead Game for Lapham’s

Offensive Armor

Offensive Armor

In Gamma World, if a player discovers an artifact, he can try to figure out how to use it. The process is governed by the artifact use chart. Starting at the S square, the player advances through the diagram by rolling a ten-sided die until he gets to the F square, indicating success, or the skull-and-crossbones, indicating harm. The player can make 5 rolls per hour. There are modifiers if the player’s character has an intelligence higher than 15 or lower than 7.

RIP Chris Haney

RIP Chris Haney, inventor of Trivial Pursuit.

Mr. Haney fought and won a 13-year legal battle against a man who said he had given him the idea for Trivial Pursuit when Mr. Haney picked him up hitchhiking. He won another suit against an author who claimed that Mr. Haney had taken questions from his books, something Mr. Haney readily acknowledged.

The judge’s reasoning: You can’t steal trivia.

The Colonel’s Bequest

The Colonel's Bequest

Map of the video game The Colonel’s Bequest.

Find more Sierra game maps here.

Amnesia

From waggish’s Disch Appendix:

Disch authored a text adventure in 1986, Amnesia. It doesn’t rank with the Infocom games of the time, but it has several very Dischian touches. First, it includes a detailed layout of Manhattan, including the entire subway system, but because of disc space limitations, there is very little descriptive text, making the city anonymous and unwelcome and, well, off-limits. Which leads to the second touch, which is that you spend much of the game as a homeless man trying to raise 25 bucks to progress to the next stage, and your options involve little beyond begging and washing car windows. Disch wants to make you know what suffering is.

Superworld

Superworld

An ad for Superworld.

The city was as bounded as a gameboard, no place to hide in it, no way but one to leave it, you alone defenseless in it, your moves not even your own.

—Robert Coover, Noir

You roll, Player A gets a hit or he doesn’t, gets his man out or he doesn’t. Sounds simple. But call Player A ‘Sycamore Flynn’ or ‘Melbourne Trench’ and something starts to happen. He shrinks or grows, stretches out or puts on muscle…. Strange. But name a man and you make him what he is.

—Robert Coover, The Universal Baseball Association, Inc., J. Henry Waugh, Prop.