Professor Abandons Grades for Experience Points

XP

A professor at Indiana University has instituted a system of gaining experience points through classwork instead of receiving traditional grades.

Lee Sheldon is an accomplished screenwriter and game writer, having worked on TV shows like ST:TNG and Charlie’s Angels as well as the Agatha Christie series of games from The Adventure Company. He now teaches game design courses for Indiana University’s Department of Telecommunications. Instead of assigning his students a grade at the end of the course, he instead starts every student at 0 xp and they earn points through completing quests like solo projects and quizzes in addition to grouping up for guild projects and pick up groups. How many points they have at the end of the course determines their actual “grade.”

Sheldon put the system in place so that his students were motivated by the game theory with which they were familiar. “The elements of the class are couched in terms they understand, terms that are associated with fun rather than education,” Sheldon said.

Escapist Magazine: Professor Abandons Grades for Experience Points

I could see this being a little more granular as well – awarding points in specific areas. At the end of the course, students could really assess where their strengths are. Over the course of a larger program of study (2-6 years or whatever), “experience points” in certain areas would really start to stack up. Having a bigger assessment of strengths would be more useful than a GPA or a list of pass/fails.

My alma mater Evergreen State College works something like this. You take only one class at a time. Each class is worth 16 credits, and the credits are usually spread across a few different areas. For example, I took a class called “Science of Mind” which awarded credits in cognitive psychology, neuroscience, philosophy, and statistics. If you don’t meet the objectives for one area of study, say statistics, you might lose credit for that subject, ending up with only 14 credits that quarter. There are no grades, so your GPA doesn’t suffer, but you won’t have as many statistics credits.

However, having a more defined set of areas that one could accumulate points over time through different classes and projects (“written communications,” “leadership,” “technical problem solving,” “mechanical aptitude,” etc. etc.) seems like it would be very useful for both the students themselves and for potential employers or graduate program committees or whoever else might need to evaluate a students strengths.

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Gaming the real world – John Robb on Jane McGonigal’s TED talk

However, at this point the presentation breaks down. McGonigal then proceeds to think of ways gamers can be used to do things (which plays well with the users at TED). While I give her props for thinking about ways to generate ideas on how to fix global problems, she entirely misses the big idea.

Here’s the big idea. For active online gamers real life is broken. It doesn’t make any sense. Effort isn’t connected to reward. The path forward is confused, convoluted, and contradictory. Worse, there’s a growing sense that the entire game is being corrupted to ensure failure. So, why play it?

They don’t. They retreat to online games. Why? Online games provide an environment that connects what you do (work, problem solving, effort, motivation level, merit) in the game to rewards (status, capabilities, etc.). These games also make it simple to get better (learn, skill up, etc.) through an intuitive just-in-time training system. The problem is that this is virtual fantasy.

So the really big idea isn’t figuring out how to USE online gamers for real world purposes (as in the dirty word: crowdsourcing — the act of other people to do work for you for FREE — blech!). Instead, it’s about finding a way to use online games to make real life better for the gamers. In short, turn games into economic darknets that work in parallel and better than the broken status quo systems. As in: economic games that connect effort with reward. Economic games with transparent rules that tangibly improve the lives of all of the players in the REAL WORLD.

Global Guerrillas: Online Games, Super Empowerment, and a Better World

See also:

How to make an addictive video game

Jane McGonigal interview at WorldChanging

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How to make an addictive video game

human sized hamster wheel

Cracked has a surprisingly interesting article on the psychology of rewards and how it’s applied to game design:

Do you like your job?

Considering half of you are reading this at work, I’m going to guess no. And that brings us to the one thing that makes gaming addiction–and addiction in general–so incredibly hard to beat.

As shocking as this sounds, a whole lot of the “guy who failed all of his classes because he was playing WoW all the time” horror stories are really just about a dude who simply didn’t like his classes very much. This was never some dystopian mind control scheme by Blizzard. The games just filled a void.

Why do so many of us have that void? Because according to everything expert Malcolm Gladwell, to be satisfied with your job you need three things, and I bet most of you don’t even have two of them:

Autonomy (that is, you have some say in what you do day to day);

Complexity (so it’s not mind-numbing repetition);

Connection Between Effort and Reward (i.e. you actually see the awesome results of your hard work).

Most people, particularly in the young gamer demographics, don’t have this in their jobs or in any aspect of their everyday lives. But the most addictive video games are specifically geared to give us all three… or at least the illusion of all three.

Cracked: 5 Creepy Ways Video Games Are Trying to Get You Addicted

(via Social Physicist)

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The Philosophy of Punk Rock Mathematics – Technoccult interviews Tom Henderson

Tom Henderson - Mathpunk

Tom Henderson, aka Mathpunk on Twitter, is a mathematics lecturer at Portland State University and an improve comedian with the group The Light Finger Five. He edits mathpunk.net and is co-host of the podcast Math for Primates (with scientist and professional weightlifter graduate student and competitive weigh lifter Nick Horton). He received the Pandora Award (Bronze) from Chris DiBona, Open Source Program Manager for Google, for his participation in the game Superstruct.

Klint Finley: What does it mean to be a (or, rather THE) “mathpunk”?

Tom Henderson: Ha! Okay. When I was maybe 20 years old, my high school girlfriend was telling me about a punk band called “Green Dave.” I told her that I found punk to be totally unimpressive, because it was a musical genre that, near as I could tell, was founded upon not knowing how to play your instrument.

She set me straight. The point of punk, she said, was that ANYone could get the experience of being in a band, of performing in front of peers, of expressing yourself, without there being a prerequisite to participate.

This blew my mind, and it was that conversation that turned me from a nascent douchebag into a self-aware poser.

Later, a girlfriend who had honest-to-god Southern California punk credibility — this was the time that The Offspring was getting radio play so, what, she was probably most deep in the hardcore scene? — got me interested in the music, and explained to me that punks could be astronomers or Shakespeare devotees with no clash. (Pardon the pun.)

So, these things are tucked into my brain. Later, I move to Portland. I move to Portland with the extensive plan of “take math classes until head blows up, or degree achieved.”

This is the first serious long-term plan I’ve ever had. I figure, Shit, I’m a guy with long term plans now? I need to re-roll my character sheet. I start with appearance (self-aware poser), and ramp up the mathematical angle, to cobble together a philosophy of punk rock mathematics.

Read the rest of this entry »

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Amazing video game trailer – Heavy Rain

There may be another short video game ad before the actual Heavy Rain mall scene trailer:

(via Nadreck)

Wikipedia entry

Ars Technica Review (via Cat Vincent)

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Jane McGonigal interview at WorldChanging

NY cryptozoo

Above: People playing CryptoZoo

Suzie Boss: For the uninitiated, what are alternate reality games?

Jane McGonigal: When people think of computer or video games, they often think of playing in a virtual world that doesn’t exist in reality. But alternate reality game designers are trying to get people to play in the real world. We want people to bring the same curiosity, wonder, and optimism that you feel when in your favorite video games into your real lives and real problems.

SB: Your games sound pretty different from commercial products like World of Warcraft.

JM: There are two big distinctions. First, alternate reality games are not in a virtual environment. They’re built on top of social networks, so we use ordinary online tools like online video, blogs, wikis, and being part of a network. It’s not about graphics and avatars. Second, it’s real play and not role play. You don’t adopt a fictional personality. You play as yourself.

SB: Do your games actually change how people act in real life?

JM: CryptoZoo is a good example of a game oriented to changing your everyday behavior. I developed it for the American Heart Association with the mission of changing the way people think about physical activity. Right now, many of us think of physical activity as requiring you to carve out an hour and changing into your gym clothes. You think you have to go to a special place to sweat. It feels separate from our everyday lives and not integrated into what we do when we’re hanging out with our friends. CryptoZoo inspires people to say, let’s be active for the next five minutes. We teach people to see real streets, real parks, real physical environments as opportunities for playing the game.

WorldChanging: Jane McGonigal on Gaming for Good

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Etymology of the word Zork

The lowdown on Zork’s name, inasmuch as a lowdown has been provided in print, was given by authors Dave Lebling, Marc Blank, and Tim Anderson in 1979 in the article “Zork: A Computerized Fantasy Simulation Game,” Computer 12:4, 51-59 (April 1979):

The first version of Zork appeared in June 1977. Interestingly enough, it was never “announced” or “installed” for use, and the name was chosen because it was a widely used nonsense word, like “foobar.”

This is a clear explanation, but it raises the question of how this particular nonsense word came into wide use at MIT. It seems reasonable to pursue this question, and reasonable that there would be some discernable answer. After all, there’s a whole official document, RFC 3092, explaining the etymology of “foobar.” It could be interesting to know what sort of nonsense word “zork” is, since it’s quite a different thing, with very different resonances, to borrow a “nonsense” term from Edward Lear or Lewis Carroll as opposed to Hugo Ball or Tristan Tzara. “Zork,” of course, doesn’t seem to derive from either humorous English nonsense poetry or Dada; the possibilities for its origins are more complex.

Post Position: A Note on the Word “Zork”

(via Jorn Barger’s shared items)

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Game with AI designed weapons

gar weapons

Galactic Arms Race is a free computer game created by University of Central Florida’s Evolutionary Complexity Research Group. It appears to be a traditional sci-fi blaster game, with a twist: the various “power-up” weapons are created by the game, based on actual user behavior.

For example, the “Ultrawide” (above) “fires a wide pattern that is good for blocking incoming projectiles and is hard to evade.”

Galactic Arms Race

(via Chris 23)

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South Korea also crowd sourcing intelligence – via game

South Korea’s normally clandestine intelligence agency is running an internet game challenging citizens to spot real North Korean spies and uncover communist moles.

South Korea’s National Intelligence Service is running the game on its website, challenging ordinary citizens to keep a close eye on people who praise the communist North.

It also asks people to dob in anyone taking photos of sensitive military bases, those who stick up pro-North Korea propaganda, and even anyone who covers their mouth when they talk.

The spy agency is offering laptops, cameras and game consoles to 200 winners.

ABC: Game challenges Koreans to spot real spies

(Thanks m1k3y)

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Create your own video games with new DS game making game

Once you draw the objects that you’ll want to use in your game, you can jump into the programming tool, which asks you plain-language questions about what you want your objects to do. For example, when I put my main character dog Otis onto the screen, the game walked me through these steps:

1. Which frame of animation should I start out displaying?
2. Where should I be? Should I be alone, or attached to another object?
3. Should I be placed in exactly one spot, or in some general area?
4. Where/In what area?

Wired: Game About Making Games Takes Nintendo to New Heights

Wired: Made in Ore’s Game Design Process, Explained

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Bolo Bolo board game

bolo bolo board game

At last a game with a future we can pursue: a new world with new qualities. A world without daily work routines, traffic jams, bureaucracy, deforestation, and hunger problems. A world with more exchanges, more experiences, and more human interaction. Better improvements can not be hoped for: more money and more consumption, yet more renunciation. Improvements today which are more friendly to life will produce more cultural riches, and more exchanges between all. This is all with a minimal burden on the environment and a maximum amount of self-determination. Put an end to the monopoly!

You choose a new homeland, a new Bolo. Every Bolo has a special way of life and is nearby. The organization of your chosen community needs you to bring it goods. You obtain distinct items during the course of the game. Any surplus produced in your own Bolo is trade able with other players. Every exchange offers a new experience. Also, every visit to another Bolo brings new knowledge.

Which Bolo should be judged to be first? Last can quickly become first, as when someone has attained a new innovation, it can quickly be shared with the rest of the collective through visits and the cultural exchanges that result!

bolo’ bolo is game designer / Anarchist P.M.’s second foray into political board games, with his first being the cult tile laying favourite Demono. bolo’ bolo is based upon the book of the same name which lays out P.M.’s ideal society based upon sub-communities, each autonomous, with an economy fueled by trade.

Game components are in both German and French, and are rather archaic with the ‘cards’ being coloured paper with black ink style drawings, absolutely nothing like Demono’s more lush visuals.

The basic idea of the title is that each player represents one of the “bolos” on the board, each of which specialises in the production of certain things, and which needs certain others, which is accomplished via trade.t

More info and pics: BoardGameGeek

(via OVO)

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$12 computers already on sale in developing world

playpower 12 dollar computer

The $12 computing system itself defies conventional expectations of what a computer today should be. The soul of the Apple II and a geek microprocessor favorite of the 1970s, the 8-bit 6502 processor is the heart of these computers. It is small enough to be contained within a full-size keyboard and sold for mere dollars. The keyboard also has a slot for game cartridges, and is usually sold with a mouse and two game controllers. Many of these systems are currently on sale as “TV computers” in Bombay, Bangalore and Nicaragua. They are often packaged in boxes emblazoned with unlicensed cartoon art (Mario, Spiderman) and misspelled English (“Lerrn compiters the fun way!”) and are bundled with games that would likely be copyright violations in the United States. And like the early home computers sold in the United States, they plug into a TV screen for display. [...]

It’s an ambitious project and one that requires just a tad of youthful optimism to pull it off. Dodge a pothole in China or India and you are likely to bump into the carcass of yet another ambitious attempt to bring low-cost computing to the developing world. The MIT Media Lab-backed One Laptop Per Child project planned to bring $100 computers to those in need. That project has never been able to achieve that price point, although OLPC cofounder Mary Lou Jepsen said Tuesday here that more than a million of the project’s XO laptops had been shipped to kids in more than 30 countries. Recently, Indian government officials made an announcement of a $10 “computer” that proved to be a dud.

Full Story: Wired

Powerplay’s web site

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Games as work

This is “human computation,” the art of using massive groups of networked human minds to solve problems that computers cannot. Ask a machine to point to a picture of a bird or pick out a particular voice in a crowd, and it usually fails. But even the most dim-witted human can do this easily. Von Ahn has realized that our normal view of the human-computer relationship can be inverted. Most of us assume computers make people smarter. He sees people as a way to make computers smarter.

Odds are you’ve already benefited from von Ahn’s work. Like when you type in one of those stretched and skewed words before getting access to a Yahoo email account or the Ticketmaster store. That’s a Captcha, which von Ahn developed in 2000 to thwart spambots. Or there’s von Ahn’s picture-labeling games, which have lured thousands of bored Web surfers into tagging 300,000 photos online — doing it so effectively that Google bought his idea last year to improve its Image Search engine.

Full Story: Wired

(via mathpunk)

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Games as work

This is “human computation,” the art of using massive groups of networked human minds to solve problems that computers cannot. Ask a machine to point to a picture of a bird or pick out a particular voice in a crowd, and it usually fails. But even the most dim-witted human can do this easily. Von Ahn has realized that our normal view of the human-computer relationship can be inverted. Most of us assume computers make people smarter. He sees people as a way to make computers smarter.

Odds are you’ve already benefited from von Ahn’s work. Like when you type in one of those stretched and skewed words before getting access to a Yahoo email account or the Ticketmaster store. That’s a Captcha, which von Ahn developed in 2000 to thwart spambots. Or there’s von Ahn’s picture-labeling games, which have lured thousands of bored Web surfers into tagging 300,000 photos online — doing it so effectively that Google bought his idea last year to improve its Image Search engine.

Full Story: Wired

(via mathpunk)

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Mattel Mindflex – brainwave “levitation” toy?

mattel mindflex

Mattel’s keeping mum about the technology behind its Mindflex game, but – according to several online sources – the game requires the user to wear a headset equipped with sensors that measure brainwave activity.

This ‘activity’ is then used to guide a small foam ball through an obstacle course of hoops, which can be customised by the gamer.

It’s still unclear how the ball is kept in the air throughout its journey around the obstacle course. Some reports have claimed that a fan’s used, whilst other sources have said that Epoc-esque technology is the key to Mindflex’s power.

Full Story: Register Hardware

(via Grinding)

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What’s wrong with ARGs and how to make them better

args are story games

ARG company Six to Start’s CEO on the problems with ARGs and how to make them better.

Don’t have enough players
The people who play are weird
The people who play have no money
They’re not mainstream
We make games for the hardcore
We’re too expensive
We don’t scale
We lie (“this is not a game”)

His basic suggestions:

No more:

* viewing source code
* “de-stegging” (which, to be honest, sounds a bit like tea-bagging, and you don’t want to know what that means if you don’t already know)
* waiting for stuff to happen
* breaking codes
* breaking more codes
* making use of esoteric knowledge (for no apparent reason)
* viewing more source code
* solving stupid puzzles (for no apparent reason)
* (encouraging me to) buy stock in UV torch companies (because of above stupid puzzles and esoteric codes)
* more waiting; and importantly
* not telling me what to do

And more:

* short, snappy, fun gameplay (which may be entirely appropriate in the context of a longer, less snappy and more involved arc)
* stuff like what 42 Entertainment did with Last Call Poker: which was embed the game of Poker, something a sizeable proportion of the normal human populace understands, into a game that not many people understood
* stuff like what Jane McGonigal did with The Lost Sport, which was create a playground game that anyone, anywhere, could play, any when. Ignore all the rest of the stuff for The Lost Ring like the amnesiac sportspeople, that’s just a red herring. Ignore the blog network too, that was just a diversion. And the classy, expensive trailer video. Just concentrate on the game. You know, the fun bit.
* Oh, playtesting. That’s good. Because, you know, you’re making a game. So test it. Just like you’d test your user interface.
* use proper game design. That means thinking and not going “Well, I guess if we just ROT-13 this piece of text, then it’ll be fun!”
* make your games repeatable. A non-repeatable live ARG (ie one that starts at one time, runs for a period of time, and then finishes and is only really playable while it’s live) is the equivalent of investing a sizeable proportion of money on a big budget prime-time tv show that you demand everyone watch at the same time and can’t record to watch later. In the world of I WANT EVERYTHING NOW, that’s known as Being Stupid.
* Oh, and be social. You know, with your friends.

Full Talk: Six to Start

(Thanks Public Individual)

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Superstruct Review: Unplayable, Unwinnable, Still Awesome – Skilluminati Research

The reason I opened this with the Nick Douglas joke — aside from the fact I thought it was funny — is the fact that all of the best content from the Superstruct project grew outside the original petri dish. Most of the best brainfood wound up growing on the Tumblr platform, which makes sense…I would especially recommend The Gupta Option.

In fact, the Superstruct information works so much better on other platforms, I’m kind of confused why they’d take the time to code up a clunky site in the first place. Check out the Reconstruct Ning page — it handles every aspect of usability and information design better than the actual site. Much like the Obama campaign, the best thing to come out of Superstruct is the community that it created. To me, that’s awesome enough to still give Jane McGonigal, Jamais Cascio and the rest of the folks at IFTF credit for a job well done.

Superstruct Review: Unplayable, Unwinnable, Still Awesome // Skilluminati Research.

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Army Launches $50 Million Videogame Push

The Army’s Training and Doctrine Command is getting ready to pour $50 million into videogames that’ll help troops get ready for combat.

Development won’t start until 2010, Stars & Stripes reports. The games themselves wont be ready until 2015. By then, the U.S. military will be in its eighth decade, using games to prep troops for war — starting with primitive, 1940s flight simulators bought from a Coney Island amusement park.

This isn’t the Army’s first stab at developing games, either. In 1999, the Army teamed up with gaming and Hollywood pros to found the Institute for Creative Technologies in Los Angeles; it’s become one of the world’s most advanced schools for simulation-building. 2002 saw the debut of the wildly-successful shoot-em-up, America’s Army, developed by the military as a recruiting tool. In 2004, the Army set up a videogame studio in North Carolina. Last year, Training and Doctrine Command opened a new office for gaming.

Full Story: Danger Room

See also: the military-nintendo complex

Previously:

America’s Army: Free Video Game, Social Engineering Tool, Surveillance Platform

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America’s Army: Free Video Game, Social Engineering Tool, Surveillance Platform

When players walk into Army sponsored tournaments, the government knows more about them then they may suppose. The game records players’ data and statistics in a massive database called Andromeda, which records every move a player makes and links the information to their screen name. With this information tracking system, gameplay serves as a military aptitude tester, tracking overall kills, kills per hour, a player’s virtual career path, and other statistics. According to Colonel Wardynski, players who play for a long time and do extremely well may “just get an e-mail seeing if [they'd] like any additional information on the Army.” The “America’s Army” web site, however, is quick to point out that the Army respects players’ privacy. The Army claims that player information is not linked to a person’s real world identity unless that person volunteers their identity to a recruiter. But it is not clear that recruiters have to give any sort of discloser that a voluntary relinquishing of one’s name is also an invitation to a player’s statistical information. Answering seemingly innocent questions from recruiters in “America’s Army” chat rooms or at state fairs about one’s screen name may divulge personal information without intending to.

Full Story: Truthout

(via Cryptogon)

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Superstruct: a futurist ARG for building the future

This fall, The Institute for the Future invites you to play Superstruct, the world’s first massively multiplayer forecasting game. It’s not just about envisioning the future-it’s about inventing the future. Everyone is welcome to join the game. Watch for the opening volley of threats and survival stories, September 2008.

[...]

This is a game of survival, and we need you to survive.

Super-threats are massively disrupting global society as we know it. There’s an entire generation of homeless people worldwide, as the number of climate refugees tops 250 million. Entrepreneurial chaos and ‘the axis of biofuel’ wreak havoc in the alternative fuel industry. Carbon quotas plummet as food shortages mount. The existing structures of human civilization-from families and language to corporate society and technological infrastructures-just aren’t enough. We need a new set of superstructures to rise above, to take humans to the next stage.

You can help. Tell us your story. Strategize out loud. Superstruct now.

It’s your legacy to the human race.

Full Story: Institute for the Future

(via Grinding)

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Online game teaches immigrant kids about rights of due process

icedgame08 Online game teaches immigrant kids about rights of due process

ICED puts you in the shoes of an immigrant to illustrate how unfair immigration laws deny due process and violate human rights. These laws affect all immigrants: legal residents, those fleeing persecution, students and undocumented people.

Play the game

This game is from the immigrants right organization a href=”http://www.breakthrough.tv/”>Breakthrough

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A look at the unreleased sequal to the Infocom Hitchhiker’s Guide to the Galaxy game

Andy Baio’s gotten a hold of an entire backup of an Infocom shared network drive from 1989, and it includes a look into the history of the aborted sequel, and a peek at what it would have looked like:

MILLIWAYS or RESTAURANT AT THE END OF THE UNIVERSE

Takes up where “Hitchhiker’s” left off. Manufactured planets, Deep Thought, white mice, time travel, 1001 verb tenses, digital watches, the Frogstar, Total Perspective Vortex, the End of History! (Does Douglas really want to work on this at this time? Does it matter?)

1. It seems natural to include a scene in the restaurant, Milliways. Could be a bit of fun: strange parties, unctuous compere, self-introducing food. Perhaps there’s an object there that you need to get. (It could be a SPORK, a spoon with sort of forky tines on the end. Or would that be a FOON?) It could be a vehicle from the car park — Marvin has the keys. If you manage to re-enter Milliways at another time (oops! on another occasion), you will not meet yourself, “because of the embarrassment that usually causes.” What about a visit to the Big Bang Burger Bar?

Full Story: Waxy.

(Thanks Gabbo!)

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Review of the MMO ‘Outside’

I came across this via Kottke. I’ve seen bits and pieces posted about Outside over the past couple months, but this is a good review of a game everyone should be dying to try:

In terms of the social environment, almost anything goes. Outside has a vast network of guilds, many of its players are active participants in designing the game’s social environment, and almost any player will be able to find company to undertake their desired group quests. On the other hand, gold-buying is rife, the outskirts of virtually every city zone in the game are completely overrun by farmers, and the developers have so far proven themselves reluctant to answer petitions, intervene in inter-player disputes, or nerf broken skills and abilities. Indeed this reviewer will go so far as to say that the developers are absent from the game entirely, and have left it to its own devices. Fortunately, server uptime has been 100% from day 1, despite there being only one server for literally billions of players.

The reviewer gives it a 7/10.

ADDITIONALLY, just reading this on the Telegraph website, which goes to show just how peculiar IRL and Outside can really be depending on what tribe you end up playing:

The Masai warriors’ guide to England
by Andrew Pierce

Six Masai warriors, who are so fierce they kill male lions with their bare hands, have been warned that surviving the perils of the African bush will be child’s play compared to what they can expect on their first trip to England. […]

"Even though some may look like they have a frown on their face, they are very friendly people — many of them just work in offices, jobs they don’t enjoy, and so they do not smile as much as they should."

The Masai men — who become warriors after tracking, running down and killing a male lion — may struggle with Greenforce’s interpretation of how English law operates.

"For example, if someone was to see a thief and chase after him and, when they catch him they hurt him, then the person who hurt the thief would go to prison as well as the thief."

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Honky Tonk Dragon’s tribute to Gary Gygax

I never realized, until reading this, how important the “character alignment” system of AD&D was in my own thinking about ethics:

Personally, I know that some of my earliest thinking about moral philosophy came about through heated discussions about the Character Alignment Graph in the AD&D Players Handbook. Where earlier versions of D&D mapped the moral code of individuals in the game as Good, Neutral, or Evil; AD&D was a little more complex:

advanced dungeons and dragons character alignment chart

For the uninitiated, “Lawful,” is just that, someone who follows the letter of the law. “Evil,” represents complete self-interest. “Good,” shows a concern for the greater good, for the community over the self. “Chaotic,” represents a total disregard for rules and dogma. For a twelve-year old, this is pretty heady stuff.

I have for sometime decried the blinding limitations of a binary value system. As an artist, even value systems that allow for shades of gray seem limited for mapping the whole of human experience and action. I think we would be far better suited to discuss ethics if we could see it as a color wheel, rather than black and white, or even gray-scale. I suppose it would be too much to hope for a culture of such sensitivity that we could even conceive of a value system based on the Munsell color solid. But the philosophical/artistic/gamer in me thinks what such a system lacks in playability, it more than makes up for in verisimilitude.

Still, when discussing ethics with other gamers, I have taken for granted that I had a model which allowed me to discuss it in “color,” rather than in “black and white.” It is only in writing this post that I have put this all together, and realized why I have such frustration in discussing moral issues with non-gamers. It is because in this arena, like so many others, AD&D is like a Common Tongue (or Lingua Franca for non-gamer academics) for discussing simulation.

Full Story: Honky Tonk Dragon.

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RIP Gary Gygax, creator of Dungeons and Dragons

Gary Gygax, the creator of Dungeons and Dragons, has died. Jesse Walker writes:

It was Gygax, more than anyone else, who turned Tolkien fandom from a premodern pose into a postmodern, participatory phenomenon: Rather than merely reading about hobbits and elves, fantasy fans could enter Middle Earth themselves and create their own adventures. Granted, most of those adventures tended to sound the same. (If you’ve ever endured a D&Der’s detailed account of how he spent his weekend, you’ll understand what I mean.) But we knew that from the title, right? On one level it’s a liberatory vision, one where anyone can create a world for everyone else to play in. But Gygax gave it a Foucauldian twist: In the end, each of those worlds is still a dungeon.

Obit on CNN.

Obit at Reason.

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Technoccult Presents

<a href="http://psychetect.bandcamp.com/album/return-to-the-wasteland">Awakening by Psychetect</a>

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