Taggames

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)

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)

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

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!)

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."

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.

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.

Podcast round-up

The G-spot Episode 19, Wes Unruh discusses DIY Gaming with Casey O’Donnell, a PhD candidate in the Department of Science and Technology Studies (STS) at Rensselaer Polytechnic Institute. And more.

Alterati: Adam Gorightly part 2.

Occult of Personality: Lupa on Therioshamanism.

Phase II: Paul Laffoley part 2.

Point of Inquiry: Keith Stanovich – Robot’s Rebellion: Finding Meaning in the Age of Darwin. New one this week. See also PI’s interview with Church of Satan high priest Peter Gilmore on science and Satanism.

Plus Ultra: Sue Shifrin-Cassidy, author of The World’s Greatest Email.

“Im in Ur Manger Killing Ur Savior”

“Hello world. Welcome to For Tax Reasons, the animation studio of hip hop artists Ben Levin and Matt Burnett. In case you didn’t hear, animation is the fourth element in the hip hop tree of life. I don’t know, this is ridiculous. And speaking of Jesus. Here’s a new short, just in time for the holidays, called IM IN UR MANGER KILLING UR SAVIOR. It’s the tale of three nerds who turn a nativity scene into a LARP battle, and various acts of sacrilege ensue. We conceived it around Thanksgiving of 2006, and hoped to have done in time for X-Mas. Well, we kind of underestimated how horribly tedious animation is, and lo and behold, it’s November 2007 and we’ve got 6 minutes and 36 seconds of animation that we didn’t really plan on devoting a year of free time to. So enjoy! Thumbs up!”

(via For Tax Reasons)

Torrent Raiders: a copyfight arcade game

torrent raiders

New project from rhizome.org

Torrent Raiders is a dynamic network visualization realized through the idioms and aesthetics of arcade-style video games. Driven in real-time by the activity of bit torrent swarms, Torrent Raiders takes place on the ad-hoc networks created by bit torrent users. Torrent Raiders playfully addresses issues of domestic surveillance and intellectual property by putting players in the role of a mercenary copyright enforcer, encouraging them to capture evidence against peers on torrents in order to collect bounties. Players assist in the distributed surveillance of these torrent swarms, sending information to a central server where it will be used to drive further visualizations of this information. As a dynamic visualization exploring privacy, piracy and surveillance, Torrent Raiders challenges Internet users, content pirates and government spooks to examine their allegiances and mistrust their computer connections.

Download from torrentraiders.com.

(Thanks Wes).

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