Tag Archives: gaming

The intersection of gaming and guilt

Wii Fit water bottlesOver at The Guardian, Keith Stuart finds himself distressed by the rise of computer games that focus on physical fitness; his concern is that the whole appeal of computer games has always been the ability to live vicariously as someone other than yourself, and that this development suggests that body fascism is finally invading the game-space. [image by imjoshdotcom]

I understand the physical fitness potential of this procedure, but there are concerns about what this means for the future integration of virtual and physical identities. In the past we’ve been able to entirely separate the two – it’s the fundamental appeal behind online environments such as Second Life. Gaming has always been sort of transcendental – the player’s ability to perform stunning acrobatic leaps in Prince of Persia, or devastating roundhouse kicks in Tekken, has only ever been about hand-eye coordination, about skill. One notable exception was the very first Street Fighter arcade game, now largely overlooked and dismissed by gamers, which required you to punch large pads as hard as possible to pull off moves. It was inexact and clumsy and it created a higher physical baseline for protagonists.

But then fast-forward 20 years, to the unveiling of Microsoft’s Project Natal motion-capture system for the Xbox 360. The demos were all about people pulling off kicks and punches in their living rooms to create similar movements on screen. Going even further, Mylo, the virtual boy emulator created by the British studio Lionhead, will watch and read the player’s facial expressions, with the onscreen character reacting accordingly.

It feels like a strange ontological breach. Watch a gamer in action: it’s a totally unselfconscious activity. Bodies go limp, faces are twisted in weird contortions or slackened in hangdog wonder. Some read this negatively, equating it with the mindless consumption of junk TV – and now it seems even games publishers are developing guilt. And guilt is the emotion that often arises when bodies are scrutinised, especially among the demographic that buys fitness games. Sure there are health benefits to the increasing physicalisation of entertainment software, but there is also the underlying taint of pop-culture body fascism.

I can see where he’s going with this, but I think the point is overstated; rather than developing guilt, I think games designers are in fact responding to an increased demand for ways of making exercise fun. Where the line between wanting to be more healthy and obsessing over your physical persona is drawn is, I suspect, largely an individual matter; I’m absolutely positive that gaming will never develop a significant fraction of the coercive power of television.

The Iron Cage of Fantasy: World of Warcraft, City of Heroes and Fable II

If modern gaming is all about escapism, why do we choose to escape to virtual worlds that contain so many of the negative pressures of the world we’re trying to leave behind?

Blasphemous Geometries by Jonathan McCalmont

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I’d like to begin this column by discussing escapism. Describing something as “escapist” has always struck me as something of a back-handed compliment. A tacit (and sometimes dismissive) acknowledgement of a work’s lack of topicality or verisimilitude coupled to an attempt to shift the critical yardstick from the aesthetic to the psychological : Yes, we know that this film/game/book is all about giant stompy robots hitting each other but it scratches an itch that we, the audience, need scratching.

The itch in question is the need to escape from an increasingly inhospitable 21st Century existence; an existence filled with long commutes, unpaid mandatory overtime, credit card bills, mortgage foreclosures, unemployment, failed relationships and the plethora of modern-day worries, problems and fears that many choose to medicate with alcohol. People justifiably want to escape to a world that is less oppressive and miserable. This explains why the grand-father of escapist fiction is J.R.R. Tolkien and not Jean-Paul Sartre. Continue reading The Iron Cage of Fantasy: World of Warcraft, City of Heroes and Fable II

Shrinks to form raid guild in World of Warcraft

gamer playing World of WarcraftComputer games, especially persistent MMOs like World of Warcraft, are highly addictive – or so we’re told, albeit principally by people with money to make from treating said addiction. Indeed, gaming addiction is such a potentially lucrative market debilitating social cancer that psychiatrists want to form their own guild and start treating WoW addicts within the framework of the game itself. [via TechDirt; image by jerine]

Yes, you read that correctly. Treating people for MMO addiction. In an MMO.

Dr Graham said that some players were so addicted to these massively multiplayer online games that they played them for up to 16 hours a day, leading them to neglect their social lives and education.

He has called on Blizzard Entertainment, the company that makes World of Warcraft, to waive or discount the costs associated with joining the game so that therapists can more easily communicate with at-risk players in their preferred environment.

“We will be launching this project by the end of the year. I think it’s already clear that psychiatrists will have to stay within the parameters of the game. They certainly wouldn’t be wandering around the game in white coats and would have to use the same characters available to other players,” said Dr Graham.

“Of course one problem we’re going to have to overcome is that while a psychiatrist may excel in what they do in the real world, they’re probably not going to be very good at playing World of Warcraft.

“We may have to work at that if we are going to get through to those who play this game for hours at end.

Now, forgive me if I’m wrong, but isn’t this more than a bit weird? If an expert in alcohol addiction started saying “well, we think we should start drinking in bars so we can really reach the people who need our services, and moreover the bar owners should let us drink for free. Granted, we don’t really have a taste for alcohol ourselves, but I’m sure we’ll pick it up eventually if it’s for the good of the patient,” they’d be discredited immediately, right?

I suspect the real story here is one of psychiatry quacks chasing the hard-to-win money of middle-class parents who don’t understand their kids and who think that there must be a treatable medical reason for that… which is a market that will probably never completely die off, sad to say.

AI up the game

cardsA fascinating article in the FT magazine over the weekend on the ongoing arms race between those who program the software bots in online gaming rooms, one Martin Smith, and those who play against them:

These are contests that take place on constantly shifting terrain. Smith releases his latest version of a program: it wins for a couple of weeks, then the humans figure out how to beat it and they win for a couple of weeks while Smith goes away and works on his software – algorithms, probability calculations, search techniques – and scratches his head. Then he comes back with a new version of the program that wins for a couple of weeks, while the humans go away and think about it. “We have this ratcheting up,” Smith says. “It’s a very intellectually rewarding thing.”

“There’s a very big difference between computer intelligence and human intelligence. This is clearly indicated in games. Back in the ’70s, it was considered that in order to get computers to play chess like a grandmaster, they had to think like grandmasters. That turned out to be wrong. Computers can play fantastic chess and they don’t do anything remotely like what human grandmasters do.”

It is interesting how the upgraded software eventually becomes beatable after sufficient practice by large groups of humans. It’s also interesting for the insight into what a particular flavour of AI researchers actually spend their time doing.

On the distinction between mind and computers, this article at The New Atlantis makes for an interesting read.

[image from Malcav on flickr]

21st Century digital boy – Milo, the virtual kid

He’s still only a demonstration at the moment, but maybe your kids will be hanging out with Milo in a few years’ time:

Milo is the creation of Peter Molyneux, founder of Lionhead Studios and developer of ambitious games such as “Black and White” and the “Fable” series. Those games tried to present players with moral choices that had consequences for their characters, and also tried to play on people’s real emotions.

Molyneux’s latest effort takes advantage of Microsoft’s new full-body controller for Xbox 360, known as Project Natal. The controller’s sensor bar tracks the real-world movements of Xbox players and translates them into the game, which allows them to practically play with Milo in person.

Yup – Milo is an AI avatar of a boy, and (by all accounts) an impressively convincing one. Here’s the demo video:

As LiveScience puts it:

The E3 demo shows Milo responding to a developer’s questions with some fairly convincing facial expressions, body behavior and voice tone. He even “talks” and looks at a real-world drawing, courtesy of the Natal controller scanning it into the game. It’s an impressive display that appears very human-like, and does not evoke any “uncanny valley” sensations of eerie or weird behavior that make people nervous.

Of course, that’s just the recorded demo. A Kotaku editor who got hands-on time with the Milo demo did run into moments of awkwardness, such as Milo waiting for him to say something. But he also described the magic of the virtual boy complimenting him on his blue shirt.

Molyneux continually beats a drum about “science fiction writers never having imagined such a technology”, and I’m pretty sure he’s wrong on that count, but I was genuinely blown away by that video, even after factoring in a degree of cynicism appropriate to a demonstration given at an industry junket.

Now, Milo as a playmate and companion for kids is a marketable deployment of this technology, sure. But wait until the beleaguered porn industry gets hold of the same algorithms…