Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Thursday, November 22, 2012

Ingress: Part Game | Part Reality

Pseudo-Abstract:
A new Google game, Ingress, is discussed along with some of its implications for the narrowing divide between various domains of human experience.

Key Links:
Rachel Metz's post on Ingress.


A recent post by Rachel Metz of MIT Technology Review discusses a fascinating new Google app: Ingress. Ingress puts the player in an epic battle for a newly discovered resource, exotic matter, which is distributed throughout the world. Naturally, the nodes that spill this matter into the world, key tactical positions for either team in the game, are conveniently placed on landmarks and other useful locations. Thus, by playing the game, people flood Google with an endless wealth of location-based information. Genius.

By integrating game and application, Google successfully takes an excellent step into the realm of augmented reality. As I have mentioned previously (1, 2), this domain is ripe for exploration and Ingress is certainly at the forefront of this work.

What is central to this exploration is a fusion in the divide between domains we normally consider separate like game and application. This fusion is possible because the divide, though once very real, is becoming increasingly illusory. The human-machine distinction is becoming all but absurd. 'Real life' is so artificial that most people 'play' themselves while living in fictional realities that they find more meaningful. The result is a convergence of sorts towards something like a singularity: a world in which humanity 'plays' the game of life, the good and the bad, purely for the sake of enjoyment and the base needs of all are met merely as a byproduct of this game.


Pictures courtesy of:

Tuesday, November 6, 2012

The Battle of OSes: Valve vs Windows (Round 1)

Pseudo-Abstract:
The post discusses the changing technological landscape. Using a fake claim that Half-Life 3 will be exclusive to Linux as a leaping point, it seeks to imagine what the industry might look like in the not so distant future.

Key Links:
Any recent post describing Gabe Newell's critique of Windows 8.


Some time ago I read a post in which Gabe Newell, director of Valve (Half-Life 2, Portal, Left 4 Dead), scathingly stated:
I think Windows 8 is a catastrophe for everyone in the PC space.
And, this got me thinking... With the current changing digital market, the technological world may be on the threshold of a radical differentiation. Hardware is becoming increasingly cheap to make and thereby offers new frontiers of exploration (see my previous postthis post [overview], and this post [example]). Portable devices (e.g., smartphones) are ever increasing their power and potential, thereby radically displacing various markets. Google has exploded into the portable device scene (e.g., Nexus 7), is setting the stage for new technologies (e.g., Google Glasses), and may even break into the OS market. Microsoft is shifting its emphasis to portable devices with Windows 8 and following in Mac's footsteps with the 'Windows Store.' In a nutshell, the world is bound for a big collision as these monster companies begin to tread on each other's domains.

When I saw a post that suggested Half-Life 3 might only be released for Linux, I jumped entirely on the bandwagon. It turns out that the post is a fake, but it did inspire some additional thoughts.

If one were to imagine the future tech scene, one might see something like the following:

Casual users will slowly migrate entirely to portable devices as the current problem of peripherals (e.g., keyboard, mouse) and screen size basically disappear (see Google Glasses and Leap). Businesses will transition to integrated peripherals (i.e., scaled up versions of the portable tech) with cloud based operating systems offering both a distributed and centralized solution. The only remaining market for the nostalgic personal computer the world has come to know and love will be power users and tech junkies. Capitalizing upon ever newer and more powerful open source and underground hardwares, these folks will emerge from the overclocking scenes. They will remain with the tried and true PC simply because it can push more, harder, and for cheaper than any portable device.


What this story illustrates is an inevitable 'heightening' of an already present divide in the digital community between the 'casual' and the 'knowledgeable'--those that breathe tech being immersed in it; and, those through which the tech breathes being indifferentiable from it. That is, in the future, tech will be so central to the world as it functions (see my previous post and Kevin Slavin's TED Talk) that one's proximity in their understanding produces a difference in socio-cultural kind. And, this should play out in the gaming industry.

In the context of games, a move like Half-Life 3's exclusive distribution on Linux will make sense. The mainstream power gaming industry will have vanished with the transition to portable tech, and Windows/Mac will be all but non-existent. Their continued perpetuation in PCs will be propagated by the few remaining stragglers operating outmoded technologies (i.e., those who are still using Windows XP/Power PC or earlier, today, without explicit justification).  Linux will be the only thing that makes sense on the hardware monstrosities that persist at such a time. And, it will hold the entire share of the remaining 'gamers,' a species that is rapidly disappearing in the mobile/casual gaming of the contemporary scene (1, 23, 4).


Images courtesy of:
http://www.kosovo.net/kosbitka.html
http://www.technologytell.com/gadgets/43948/intel-shows-off-minority-report-like-glass-touch-screen-at-ces/
http://shelf3d.com/Search/Uploaded%20by%20Sidekicks912

Wednesday, June 20, 2012

Pong and Predictions

When I saw this competition I could not help but laugh. Those of you associated with my Facebook account will recall this post:

I just got my first flash game up and running! Anyone who has a moment, check it out and send me your comments! It's a pong variant with a twist!
http://games.mochiads.com/c/g/ridiculous-paddle-balls/RPaddleBall.swf

Looks like I (unintentionally) called that one, even if my rendition was primitive, to say the least.

Monday, June 18, 2012

Digital warped worlds and the death of truth approximations

It occurred to me somewhat recently that we (that is the royal 'we' or, at very least, I) have been going about this whole thing (whatever it is) terribly wrong. That is, I must beg the question:

"Why in gods name are we trying to approximate 'reality' or the 'truth'?"

I think video games are, in this case, an excellent example. Though things have been changing thanks to the plenitude of indie game companies exploding in the mobile and smaller game scenes, the current plunge of mainstream gaming to ever better approximate reality is bloody absurd. I don't want to imitate what I could go outside and enjoy in a way that is inevitably better. True, the whole "infinite lives" thing is certainly advantageous, but that is, actually, my point exactly. It's not real!!

Thus, I would like to offer a possible idea...
Let's create a first person shooter a la Escher.

Here's a quick picture I drew up in paint (so that one might visualize the strangeness). I will then proceed to explain...



There are basically three ideas being illustrated here. First, and most obviously, the world is like PacMan. When you walk to the end of the hall, you end up back at the beginning. A particularly creative game might be able to capitalize on this idea by making bullets persist and, thus, loop around (i.e., a past bullet becomes a future liability). The game now truly capitalizes on the element of time in this advanced framework (i.e., you are playing against past and future selves).

The second detail is that there are two pathways in the middle of the hall that loop you to opposite ends (i.e., the top might loop to the left entrance and the bottom to the right). However, as I attempted to show with the colours, the loop results in a physical rotation of the playing field. For the characters that move through the entrance (or door as I named it), what was previously the wall is now the floor, and the world rotates accordingly. If the walls and ground all have cover, this adds an additional odd element.

Third, the ceiling of the game is conceptually sandwiched oddly as I attempted to show in the little pic on the bottom right. That is, even though the hall is perceived as straight to the player, if one were to look up they would see down onto a section of the hall that is either behind them or in front of them. Thus, the first section will see down onto the second section and vice versa while the third section will see down onto the fourth section and vice versa, and so on and so forth. This idea is especially interesting when combined with the 'doors,' as when someone steps through the door this property suddenly becomes a part of the walls. I can only imagine what that would look like.

The last thing I would like to say about this idea is that the doors, loops, and ceiling should not be portals. Rather, the graphics, ideally, should fuse into one smooth scene (i.e., the hall looks like it never ends (barring interferences of cover and the repetition of the player(s), the ceilings just look like the next section is stacked upside down above them, and the ground of the doors smoothly fuses with the wall of the front or end of the tunnel).

Now that is an fps for the record books!

An interesting extension of this would be to create game maps with mathematical oddities like Mobius strips, Klein bottles, 4D or higher dimensional cubes, etc. The math for these constructs already exists, hence implementing it in a game should be feasible. Jamming 3D graphics into their context would likely just result in odd things, but that is the point.

If anyone wants any help trying to implement any of these ideas, send me an email. My coding and math skills are not fantastic, but I am always willing to learn and persevere.