December 20, 2004

Overanalyze This…

from Grand Text Auto
by @ 4:13 pm

Greg Cato, a friend of mine from my Carnegie Mellon days (we met in Simon Penny’s Agents and Embodiment seminar), has a new game blog up: overanalyzed.com. His most recent post describes his experience trading MMO currency in real-world markets from his perspective as a former day-trader. His frank discussion of the intersection of virtual and real marketplaces spawned a recent terra nova thread.

December 18, 2004

First Person Pixels, Lines, and Reviews

from Grand Text Auto
by @ 10:45 am

Once again, there’s a new section of First Person live at electronic book review. The essays in this section (The Pixel / The Line) are all by artists who create texts for computational media that behave radically differently from texts on the printed page. They explore the relationship between text and image, the meaning of the “digital,” and the new bodily relationships with text that can be created with new media. The section includes:

December 15, 2004

Composer Wanted for Facade

from Grand Text Auto
by @ 5:42 pm

Our interactive drama Façade is almost done — except we don’t have a completed music/sound score. Michael and I are very interested to find one or more talented composers or sound designers, to collaborate with us on creating a soundtrack for this dynamic, one-act interactive drama.

If you’re interested, please send email to andrew@no-spam-interactivestory.net and michaelm@no-spam-cc.gatech.edu (removing no-spam-), including a link to some samples of your sound/music work.

If you’re not a music/sound person, please forward this announcement to any musician friends who may be interested in this opportunity to collaborate on Façade. If you’ve got a blog, feel free to re-post this open call.

A few notes on what we’re looking for:

SIGGRAPH Panels

from Grand Text Auto
by @ 4:10 pm

The SIGGRAPH Panels program is up. They’re accepting panels in a two-phase process this year. First, panel proposals were submitted Nov. 3 and a selection of panel topics was accepted. Now everyone can submit position papers to the accepted panels; panels will be dynamically composed out of the best submissions. Most of the panel topics are of interest to GTxA readers including:

  • Rethinking The Narrative Thread: Where Do Movies End And Videogames Begin? Discussing The New Storytelling Paradigm
  • Believable Characters: Are AI-Driven Characters Possible, and Where Will They Take Us?
  • State Of The Art In Game Research: Games on the Horizon and Beyond

A Novel Concept

from Grand Text Auto
by @ 10:36 am

It seems that blog readers and commenters can serve as focus testers for book authors — at least this happened in the case of Marrit Ingman, who convinced Seal Press to publish her memoir about depression, based on the feedback and encouragement from frequenters of her blog. In fact, as this NYTimes article describes, several books have been born from blogs.

But a word of caution is contributed by a certain assistant professor of new media studies at the Richard Stockton College of New Jersey — that blogs aren’t quite the same as books. Where’d he get that idea? ;-)

Should Have Spent Their Time Making Soap

from Grand Text Auto
by @ 1:14 am

Remember how the Fight Club game was in development and how all these, you know, gamers suggested that a Fight Club game should have a point to it, you know, like the book and the movie did, and how they bemoaned that the game concept was lame and missed out on the main thing the movie was about?

Well, the game’s out. I saw it proffered for sale in a store the other day. It seems that not only does it miss the point, it totally sucks in just about every other way. Fortunately, a Slaughterhouse Five game is in the works and will allow you to kick German ass escaping from a prisoner of war camp – in the end you’ll be rewarded by getting out only to be spectacularly killed in the bombing of Dresden.

December 14, 2004

Pushed Forward in One Unvarying Linear Direction, and Loving It

from Grand Text Auto
by @ 8:15 pm

A review of Half-Life 2 on the new Game Brains website praises the game’s design for making its linear plot feel intuitive and uncontrived. Meanwhile, the newly-formed under-the-radar studio Telltale Games is interested in creating “television adventure games”, according to a new Adventure Gamers article. For more, read an interview on Gamespot with Telltale CEO Dan Connors.

The 7th Email (from Richard Powers)

from Grand Text Auto
by @ 3:14 am

Powers' story“They Come in a Steady Stream Now” is a new electronic literature piece by Richard Powers, author of the novels Prisoner’s Dilemma, The Gold Bug Variations, Galatea 2.2, and Plowing the Dark, among others. It’s told (basically) in seven emails, which are delivered in a Flash faux-email-reader frame.

I learned about the piece from Jill, who learned about it from Eric, and, reading the comments that these two made about the story, I see that they didn’t like it very much. I liked it a lot, as it happens, and I’ll try to explain why.

Google Library

from Grand Text Auto
by @ 12:13 am

The New York Times reports that Google has forged an agreement with Oxford, Harvard, the University of Michigan, Stanford and the New York Public Library to digitize and add to its database all of the out of copyright holdings of each library. The Library of Congress and a group of international libraries from the United States, Canada, Egypt, China and the Netherlands have also announced a plan to create a publicly available digital archive of one million books on the Internet. Pretty exciting news for public knowledge.

December 13, 2004

UCR Grad Conference Seeks a Cartridge of Theory

from Grand Text Auto
by @ 5:33 pm

Mark Marino (Barthes’ Bachelorettes, Grand Thieves Audio) has stopped fiddling with his radio dial long enough to blow the horn of summoning. There’s a graduate conference coming up at UCR, and he’s pointed out six special session CFPs – a full cylinder of ’em? – that will be of interest to Grand Text Auto-readin’ grad students:

(dis)junctions: theory reloaded (april 8-9, 2005)

The University of California Riverside’s 12th Annual Humanities Graduate Conference
CFP: (dis)junctions: Multiple-Media Panels (grad) (1/7/05; 4/8/05-4/9/05)

  1. Media Crossings: Intersections of Film, Television, and Digital Culture
  2. Online Gaming and Society
  3. Original Hypermedia, Net.Art, Mods, Flash

December 12, 2004

Drivers Unite

from Grand Text Auto
by @ 11:17 pm

The gang’s all here. For the first time since our group blog began over a year and half ago, the five of us got together in the same physical place.


Noah, Scott, Andrew, Michael, and Nick

December 10, 2004

Unity Dissolves

from Grand Text Auto
by @ 3:11 pm

Bit of a Unity demo screen We’re gutted, and we may never again check the price tag on a GameCube. Jeff Minter’s spectacular and innovative project Unity, which promised (some thought) to make Rez look like Qix, has been shelved. Check out the demo screens that Games Asylum has lined up, and share your sympathy and your support for Jeff (a.k.a. the Yak) on his warm and sometimes fuzzy blog, where the Yak posted the official announcement and commented on it. Thanks a lot to Intelligent Artifice, bearer of the bad news.

December 9, 2004

Lucky Wander Book

from Grand Text Auto
by @ 7:48 pm

A Novel Approach to Games — an interview with D. B. Weiss, author of Lucky Wander Boy, a story of childhood, obsession and videogames — is the featured article this week at The Cultural Gutter.

TurtlePox and The Quillion

I’ve just been shown two new approaches to collaborative networked writing. TurtlePox (on which Jill scooped me) makes a collaborative writing game out of social engineering email viruses, and pushes the virus metaphor. So, for example, last week I got an email with a story about a turtle that needed my help, with a link at the bottom to “participate.” I changed my strain to infect more people each round, and then passed it on to a few people, including “someone” @gmail.com. She changed the order of the initial email’s paragraphs, and then passed it on to folks, including someone @danah.org. That someone passed it on to people, including someone @mail.rit.edu, and lowered the number of infections per round. The someone @rit then rewrote the first paragraph to make it a proclamation of the iconic nature of the story in the following two paragraphs, then passed it on, including to someone @usc.edu. Each of us was making only the types of changes the system allowed us. On the site you can see the strand transformations (which are being reset, except for the strand sent to me) and also a map of its spread across the U.S.

The Quillion is a quite different type of collaborative networked writing. As the author puts it, “I took my favorite things about LiveJournal, Wikipedia, SorryEverybody.com, and Lowbrow.com, and smashed them together into a kind of Frankenstein’s Monster, except without the tragedy and death. Yet.”

December 8, 2004

Head Games

from Grand Text Auto
by @ 7:22 pm

Branching off our recent believable character discussion, I’d like to say something about writing, gameplay, and their interrelation. In that discussion, Ian W. suggested:

[Writers] are not likely to be engineers. Even if they are the roles are very different and their tools should reflect that.

I’d say, the roles aren’t very different actually. In fact, it will become necessary for writers to be engineers.

How are the roles not very different? Writers in any medium are creators of character behavior; they invent motivations for characters, and from that create what their characters do and say. In non-interactive media, such as books and plays, as a writer works, she plays these behaviors out in her mind and narrates them into pages of text. In interactive media, such as games, the behaviors themselves are written down, as procedures — pages of code annotated with surface text. The computer executes this program, animating the characters to speak and act. In each approach, the writer’s thought processes are very similar! Sure, it may be more work to write down the behaviors themselves, than to simulate them in your mind and narrate the results, but the creative thinking behind both is similar. It takes some training to learn how to write behaviors — that is, to program — but it’s do-able. If a writer for a game is only creating sentences of dialog, then she is only doing a subset of the actual task of writing; the engineer who coded the behaviors that play out the dialog has actually been a co-writer all along. And — all this answers why writers need to be engineers, or at least collaborate very closely together.

Ian W. also wrote,

would interactive writing really be procedural when the field is more mature?

I’ll flip this around — interactive writing will be more mature when it becomes procedural.

December 7, 2004

Are You Bogging Yet?

from Grand Text Auto
by @ 1:48 am

It’s very common these days for people to start their own bogs. Bogging is an interesting cultural phenomenon, and in fact, bogging has gone mainstream. Anyone can become a bogger, if they have something to bog, such as cranberries, pictured here. Bogging is inexpensive, and easy. Boggers often form communities, collectively referred to as the Bogosphere, and are known to regularly visit each other’s bogs. What boggers do is completely new — and cannot be replicated in any other medium.

December 6, 2004

Map of Woe

from Grand Text Auto
by @ 2:12 am

The calamities (and triumphs) that can be reached from the beginning of Edward Packard’s 1979 Choose-Your-Own-Adventure book The Third Planet from Altair are fully mapped by Greg Lord, as his justifiably proud professor Matt Kirschenbaum points out. Just as Andrew found four main paths in Night of a Thousand Boyfriends, Lord tracked down the four principal paths of Altair. He also provided a short essay relating his CYOA analysis to the theories of Espen Aarseth and Marie-Laure Ryan, and considering aspects of the material nature of the book (e.g., the effect of different “decisions” leadings to texts on facing pages, so that one can’t help but glimpse the other result). There’s a glossary explaining the terminology Lord developed and used, too.

December 5, 2004

they’ve come to drop angelic bombs

from Grand Text Auto
by @ 7:14 pm

Orgami bird bomb Millions of folded paper cranes fluttered down from warplanes in the skies over southern Thailand Sunday … Encouraged by the government, Thais across the country — Cabinet ministers, office workers, schoolchildren and even convicts — have been busily folding the Japanese-style origami birds for the past two weeks.

As the birds fell to their targets in the provinces of Narathiwat, Yala and Pattani, school children rushed out to collect them and seek the notes inside.

Did they get the idea from William Gillespie’s electronic writing?

Blow up the revolution

Flickring the Zeitgeist

from Grand Text Auto
by @ 5:42 pm

Although for the last month or so, I’ve been buried in a variety of teaching and administrative duties, I have found the odd moment here and there to get completely addicted to Flickr, the most compelling web-based application I’ve run across in a long time. Flickr is a photo sharing service. While the services it provides subscribers (unlimited storage, generous uploading allowance, the ability to easily integrate with blogs and RSS) are not in themselves revolutionary, two of the other features of Flickr are particularly intriguing in terms of artistic practice. The first is that Flickr has built their system with the Creative Commons in mind. As you upload your photos, it is simple to select and tick off a CC: license, making photos available in what is already for other use to use in what is already the most extensive Creative Commons photosharing database. The second is that the system allows for easy metatagging, and most flickr users take advantage of it. So you can imagesurf Flickr by keywords, and not only by more obvious criteria, such as color (red), style (blackandwhite) place (Chicago), or date (1969), but also by more conceptual tags (unhappy). Any picture can be tagged with multiple phrases. The result is both an exceptionally useful public resource for anyone interested in sharing and remixing image content, and a fascinating portrait of the zeitgeist. Although the full service costs about $5 a month, the free version is also fairly generous, allowing users to upload 100 photos.

December 4, 2004

Hard to Believe

from Grand Text Auto
by @ 3:23 am

Robin Hunicke attended last week’s Game Tech industry seminar, I assume circumventing the $2450 registration fee :-). The gathering was comprised of a Creating Believable Characters Seminar and a Game Tech Leadership Summit. She wrote up a great three part summary of the event. (Update: Make that five!)

Robin reports that the believable characters seminar was pretty much limited to (impressive) animation techniques; the presentations went little into AI and behavior, because there’s little tangible work to talk about there.

…about AI and believablity, it’s clear that they tried to find a good speaker or two – and just couldn�t. It�s not that people aren�t trying some simple things… or even that they aren�t attending the conference. For example – Checker (at Maxis) and Jay (at Valve) had a long debate during a break on Day Three about whether the industry is ‘doomed’ because for all our realism, characters are still empty husks. So clearly, it�s being discussed. But results are limited, work is slow, and not a lot of people are stepping up to say what they think will take us in the right direction. That worries me.

Um, hello… (pdf GDC04 powerpoint GDC04 video)

But, okay, generally speaking, Robin is right — no group has yet built a working demonstration, let alone entertainment experience, with a broadly capable, non-shallow believable interactive animated character.

December 3, 2004

Emergent Behaviorists

from Grand Text Auto
by @ 7:44 pm

A recent Gamasutra article reminds me that there’s actually quite a few small, under-the-radar startups or commercial groups out there that you may have never heard of, who are attempting to tackle interactive character and/or story in some form or fashion. Some groups are new, some have been around for a while; some are just one or two people, some have reasonably large teams of people (i.e, more than 2). Some have external funding, some are self-funded, some have no funding, or have already used it up; some are building polished products or freeware, some are building tools and technology. They’re all worth keeping tabs on.

December 2, 2004

Thank You

from Grand Text Auto
by @ 12:25 pm

Please visit the exhibition “Thank You”—an activist art project conceived by Danish/Australian/U.S. group Wooloo Productions (I’m in it!). It launched yesterday on World AIDS day, December 1st, 2004.
thank you image

Thank You “confronts its audience with the relationship of exchange between Africa and the West. Dealing specifically with issues of exploitation and disease, the project utilizes possibilities afforded by online technology to illustrate the absurdity of today’s co-existing economic reality.”

mary is…

from Grand Text Auto
by @ 11:33 am

mary has been so quiet…. because . . .

In Debugging the Sims, Fiction is Stranger than Truth

from Grand Text Auto
by @ 11:25 am

The Sims 2 now has a patch that fixes a few bugs. If only real life was debuggable like this. Here’s a few highlights:

  • Fixes a problem with Sims’ jobs not functioning properly when 3 or more Sims go to work in a helicopter.
  • Visitors will no longer kidnap a baby or toddler by leaving the lot while carrying them.
  • An adopted baby no longer snaps to the ground when the social worker that delivers it puts it in a crib.
  • A Sim whose fiancé dies can now become engaged again.

December 1, 2004

Game Studies Social and Serious

from Grand Text Auto
by @ 12:01 pm

A new issue of Game Studies is online, with articles such as “Social Realism in Gaming”, “Social Dynamics of Online Gaming” and “The Challenge of Serious Videogames”. Also, articles on game music, German gaming, and a review of Rules of Play.

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