June 20, 2009

The Underdogs Have a Home

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by @ 1:02 pm

Famous abandonware site Home of the Underdogs is back, or at least quickly returning to its earlier state, at http://www.hotud.org/. Different appearance, same games, same mission and community.

Update, June 22: HotU is being revived on several sites, as Clara noted in comments: http://www.homeoftheunderdogs.net and http://hotu.pratyeka.org are others.

June 17, 2009

A Machine to Play Pitfall

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by @ 4:30 pm

Carlos Diuk, Andre Cohen, and Michael L. Littman of Littman’s RL3 Laboratory at Rutgers devised a new way of doing reinforcement learning, using Object-Oriented Markov Decision Processes, a representation that looks at a higher level than usual and considers objects and interactions. They had a paper about this at last year’s International Conference on Machine Learning (ICML). Better yet, they demonstrated their OO-MDPs representation by using it in a system that learned to play Pitfall in an emulator. I don’t believe that the system got all the treasures, but watching it play and explore the environment was certainly impressive. It seems like the technique is an interesting advance. By trying it out on a classic game, the researchers suggest that it will have plenty of “serious” uses in addition to being used in video game testing and in game AI.

June 12, 2009

The Vision’s Still Active

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by @ 1:38 pm

Roller Derby, early Activision style

June 11, 2009

Playing the Irish Game, Talking About Train

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by @ 5:40 pm
Train

I got to hear Brenda Brathwaite speak about her recent work yesterday. As you know if you’re read the Escapist article about her board games, she’s been developing a series of non-digital games about very serious subjects: The middle passage, Cromwell’s invasion of Ireland, and the Holocaust – so far. I also got to talk with her and some others about Train (upper right) at the GAMBIT Game Lab and got to play against her there in Siochan Leat (lower left). The latter, also known as “The Irish Game,” is a very playable game, although in my limited experience, it seems like it may have too many symmetries. I tried to play for a draw (since that seemed like a “fair” outcome), forgot about a rule and fell behind, and then caught up again to draw the game in the end. Since Train was “spoiled” for me and others, we talked about the play that had taken place in other sessions, and ended up having a very interesting discussion. I have no problem with games that rely on the players being naive, and which can be played only once, as long as that one experience is valuable. The verbal game Max and Nora is like this, and the way that some people play the party game Psychiatrist is similar, also. The latter game can easily be generalized, though, and can be endless fun (and insightful) if it is. Train is about something quite different: the drive for efficiency that obscures the ethics of one’s action. It is meant to provoke substantial conversation, and it does that well, helping us think about the nature of play and the design of games as well as about an important historical episode.

June 7, 2009

Guardian Hails IF, Novelists

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by @ 12:33 pm

Keith Stuart’s provocative article in The Guardian plugs modern-day interactive fiction and suggests that novelists should be more involved in the making of video games, as they have been in the past. The article is on the right track. There is certainly reason for video game companies to license, or, less frequently, collaborate with those who make movies. But there are lots of things that games can do, and novelists could bring interesting perspectives, skills, and art to games – even they aren’t text-based interactive fiction. Of course, the right match has to be made and the writer has to be persuaded that video games are serious enough. I suggest Ubisoft grab Paul Auster, a dizzying writer. If he didn’t mind the association that come with writing and co-directing the movie Smoke, video games should be no problem.

May 21, 2009

Well Played

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by @ 12:40 pm

Well Played 1.0: Video Game, Value and Meaning is now out from ETC Press. It’s available in print from Lulu.com and has been offered to the creative commons and can be downloaded as a PDF or read on the Web.

My contribution is “Portal of Ivory, Passage of Horn,” an article comparing two of the top games of 2007. Thanks to everyone who discussed this comparison with me at Grand Text Auto when I first blogged about this pair of games. My article is, I think, both more extensive and more focused than what I originally wrote, and I hope it helps to advance the discussion of video games.

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