Where are the sexy computer games?

Keeping to the gaming theme, here’s Aleks Krotoski at The Guardian asking a very valid question: where are all the sex-based computer games?

It’s not for want of trying. Brathwaite says that when she landed a job as producer on Playboy: The Mansion, in 2005, she found there were countless games developers building titles around love, intimacy and, well, hanky-panky, but they were lost in an ocean of family values propriety, wandering souls buried under regulations and smothered by distributor blacklists, treated as “specialists” whose products only saw the light in extremely independent competitions. And so, with only the odd interruption of a virtual carnal nature, game controversies are dominated by violence. Depravity just isn’t on the regulator’s radar.

And can you imagine what would happen if it were? Just look at the furore over the scenes uncovered in the code of GTA: San Andreas. For heaven’s sake, they were two consenting (digital) adults in an 18-rated game: why did it end up such an issue that the then senator Hillary Rodham Clinton tried to get it banned? Such top-down puritanism forces creative conformity in games for fear that explicitly including sex scenes would lead to a loss of filthy lucre – when on earth has that been the case?

It does seem odd, but then computer games are a comparatively young medium by comparison to film or literature – perhaps the form just isn’t mature enough to carry it off? If that’s the case, though, developments like the interactive software/hardware combinations that run Lionhead’s virtual boy Milo suggest that the technical capability to make a sex-based game that’s going to inspire more than adolescent sniggering may finally be here. How long it will take someone to think of a genuinely engaging set of game mechanics to go with it is anyone’s guess… but I doubt it’ll be too long, despite the puritanical hand-wringing of career demagogues.

Electronic Arts invites the pirates to tea

graffiti pirateIn amongst this week’s headlines of ludicrously disproportionate damages being awarded to the RIAA and assorted governments (including my own) clamouring loudly for the privilege of tucking themselves into the moth-eaten and holey pockets of Hollywood, we find a ray of pragmatic sanity: the CEO of computer games publisher Electronic Arts is openly asking software pirates to redistribute their titles. Why? Because they’ve worked out that it’s easier to make money selling stuff within the framework of a game than it is to sell a game itself.

EA thinks this is the secret to stopping—or at least curbing—piracy: games should be services, not products. Or at least products that should be selling other products. We already knew that EA would like to turn Tiger Woods into a subscription-based product, and Sims 3 is a game that wants you to constantly be creating, downloading, and buying new virtual items. The old business model was selling expansion packs, but that was too complicated: why not cut out the retailers and turn the game into its own store to sell the products?

“I’m a longtime believer that we’re moving to selling services that are disc-enabled as opposed to packages that have bolt-ons…. So the point I’m making is, yes I think that’s the answer [to piracy].” Riccitiello told IndustryGamers. “And here’s the trick: it’s not the answer because this foils a pirate, but it’s the answer because it makes the service so valuable that in comparison the packaged good is not. So you can only deliver these added services to a consumer you recognize and know… So I think the truth is we’ve out-serviced the pirate.”

It’s interesting to see a big games vendor like EA waking up to ideas that industry pundits have been suggesting for years, and I expect we’ll see some of the others abandon their King Canute impersonations when they realise that it works. Going forward, I expect that within a few years it’ll be virtually unheard of to “buy a game”; instead, we’ll subscribe to them, or spend time in them socially much the way we do with Facebook now.

That said, I suspect it’s too late for the major music labels to change course given the huge amount of money they’ve pissed away on trying to defend their old business models from change, but I struggle to sympathise; after decades of them screwing consumers and artists alike, I’m rather enjoying seeing the boot on the other foot. [image by Robyn Gallagher]

Publishing 101

The would-be writers among you might find the following two items of interest, dealing as they do with the less glamorous aspects of fiction publishing. First up, John Scalzi explains why writers in their thirties are still described as being “new”, even though they’re kind of old by comparison to musicians and actors at similar career points:

1. Writing an entire novel is something most people have to work up to. Because you know what? Writing sixty to one hundred thousand words of fiction is not something most people cannonball through, even if they assure you, with the appropriate amount of false modesty, that they’re really better at long-form fiction. Maybe they are, but they still had a long walk to get there.  I’m better at long-form and it took me until I was 28 before I could do it. Meanwhile I’d been writing short for years up to that point, in the form of reviews and columns and humor pieces and (yes) occasional attempts at short fiction that I mostly abandoned after a page or two. Lots of people in their teens and early 20s start novels; rather fewer finish them.

Elsewhere, Andrew Wheeler takes a more business-orientated look at things as he runs through the essentials of book marketing, starting with something called “channel mix”:

It’s deeply wonky, I know, but at the core of the business of selling books is knowing where and to whom you’re going to sell. A “channel” is a way to sell books, and there are more of them than you think.

It’s easy to get blindered in the book world, and to assume that the big chain stores are the only way books get to readers. It’s more true for fiction than for non-fiction, but there are still more options than you think.

[…]

If you’re an author, your publisher will have a marketer thinking about these channels (or the subset of them that publisher has an effective salesforce to reach), and — if you’re lucky — your editor will also think about this as well. But that doesn’t mean you should ignore it; the author is always the best expert on her book, so you can help by suggesting possibilities.

(Authors often have unrealistic hopes, which you should keep in mind. It’s not always the author’s fault — some authors are monomaniacs who think their book on cheesemaking in Scandinavia will be a major Oprah pick, but most are just optimistic people who think that the Society for Shadetree Management would really, really like a new middle-grade novel about Becky Balsam, Forest Ranger if they only took a look at it. So be careful about pushing your suggestions too forcefully. Make suggestions, but also listen closely to what the people at your publisher tell you.)

Enzyme linked to longevity

enzyme_WWP-1Researchers have discovered a key enzyme – WWP-1 – that forms part of the process by which caloric restriction leads to longer lifespans in roundworms:

“The only other known factor regulating longevity in response to diet restriction operates at the very end of the signaling cascade,” said Howard Hughes Medical Investigator and senior author Andrew Dillin, Ph.D., an associate professor in the Molecular and Cell Biology Laboratory. “These two enzymes are further up the ladder, bringing us closer to the receptor that receives the signal for throwing the switch to promote a healthy lifespan.”

Identifying the receptor may allow researchers to design drugs that mimic the signal and could lead to new treatments for age-related diseases. This could enable us to reap the health benefits of calorie restriction without adhering to extreme diets in which the satisfying feel of a full stomach is strictly off limits.

The kind of medicine described is definitely near the top of my plausible future technologies that may emerge in my lifetime.

[at Physorg][image from Physorg]

Mirror’s Edge – The Emptiness of the Short-distance Runner

Blasphemous Geometries sees Jonathan McCalmont taking a run with Mirror’s Edge, a game whose hipster near-future dystopian stylings fail to disguise its underlying theme – freedom is illusory.

Blasphemous Geometries by Jonathan McCalmont

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After reading my previous column, you could be mistaken for thinking that only great games have themes and subtexts, and that those themes and subtexts only emerge when designers manage to work together and combine the various elements that make up a game into one shining image such as GTA IV’s initial depiction of the isolation and alienation that pervade 21st Century life. This is not in the least bit true.

Many crap games have themes, too. They have themes because every line of stilted absurd dialogue, every frustrating control mechanism, every poorly-designed level and every generic character all support one idea – an idea that the game designers almost certainly never had in mind when they started work on the title. Mirror’s Edge – from EA Design Illusions CE – is not only a terrible game, it is also a game with a clear thematic message: Freedom is an illusion, and all those who would claim to champion it are hypocritical and deluded fools. Continue reading Mirror’s Edge – The Emptiness of the Short-distance Runner