Tag Archives: gaming

Mobile Massively Multiplayer – Warcraft on the iPhoe

Here’s some big news for the gamers among you (provided it’s not an elaborate and well-produced hoax) – a World of Warcraft client that runs on the iPhone.

Found via The Guardian, where Greg Howson asks whether the cramped screen real-estate and network lag would make it worth bothering. I figure that’s an academic question, really; I imagine if I (a) played WoW and (b) had an iPhone, I’d be mad keen for a mobile version; I mean, who wouldn’t be, right? If you’re an iPhone and MMO geek, you’re going to go mad for the idea of getting the best of both at once…

But more to the point (and the main reason I called it out), it’s another SF Prophecy Point on the leaderboard for Charlie Stross, who included mobile MMO gaming as a core trope in his 2007 novel Halting State. Two years from science fiction to reality – things move fast, don’t they?

Recession-proof business models for online games

Coory Doctorow’s latest Guardian column looks at the ways in which MMO game designers are trying to make their virtual worlds immune to recessions and other external economic pressures. In a nutshell, it’s all about creating a partly isolated arbitrage economy that leverages the meatspace disparity between the cash-rich and the time-rich:

Seen through this lens, a “game” is just a bunch of applied psychology that makes kids work long hours to earn virtual gewgaws that adults are trained to desire. In this “Free to play, pay for stuff” world, kids are alienated from the product of their leisure by a marketplace where the game-company skims a piece off of every transaction.

The psychology of this is fascinating, since it all only works to the extent that the game remains “fun”. One key element is that skilled players (eg, kids) must not feel like the rich players are able to buy their way into positions of power. Game devs are advised to sell defensive items – shields, armour, dodging spells, but not offensive ones. A skilled player will still be able to clobber a heavily armoured rich player, given enough time (and skilled players have nothing but time, by definition), but may quit in disgust at the thought that some rich wanker is able to equip himself with a mega-powerful sword or blaster that gives him ultimate killing power. No one wants to play in a game where one player has an “I win” button.

(Just as a side note, I find it quite endearing that Cory has taken so naturally to British slang like “wanker” and “can’t be arsed”.)

While we’re on the subject of MMO economies, though, I might just mention EVE Online again. Not only is it unique in the connection between its in-game currency and the economy of its ‘home’ nation of Iceland, but in the staggeringly huge degree of obsession that its most powerful players can develop.

… consider that the game has both legal and illegal channels for real world income to bleed into the game. You can spend your hard-earned money on an in-game item called a ‘PLEX’ which can be used to add two months of in-game subscription time to a character, and then sell these PLEXes on the in-game market for in-game currency (isk). If you’re rich in-game and poor in reality, you can play EVE for free by simply purchasing PLEXes; if you’re rich in reality and don’t have time to make spaceship money, you can sell some PLEXes and buy as many spaceships as you feel like. Of course, many players go outside of the established CCP-sanctioned system and buy and sell both currency and characters on the black market of eBay; a substantial sum of hard currency can be earned by a diligent eBayer, and it is an accepted belief among many EVE players that some people are making a day-to-day living off selling isk.

And that’s nothing – read the rest of that report for stories of players spending literally thousands of dollars of real-world money on EVE campaigns, planning to sabotage the power lines to the real-world houses of other players in order to weaken their factions at the crucial moment, and more. No matter how many new worlds we build, we take our weird human flaws and foibles with us.

Addiction clinic founder says computer games not addictive after all

dualshock Playstation controllerThe headline says it all, though the recanting of video game addiction specialist Keith Bakker comes with qualifiers:

“…the more we work with these kids the less I believe we can call this addiction. What many of these kids need is their parents and their school teachers – this is a social problem.”

“This gaming problem is a result of the society we live in today,” Mr Bakker told BBC News. “Eighty per cent of the young people we see have been bullied at school and feel isolated. Many of the symptoms they have can be solved by going back to good old fashioned communication.”

It’s easy (and very tempting) to fall back on sarcasm here, but let’s just be thankful he’s learned something and will now stop putting loner kids through some sort of twelve-step program.

Incidentally, Bakker’s findings concur with those of the National Institute of Media and the Family, which for the first year ever has used its annual MEDIAwise ‘video games score-card’ to praise the gaming industry rather than excoriate it. Times are a-changin’. [image by William Hook]

NEW FICTION: WILLPOWER by Jason Stoddard

I’m willing to bet a pretty big percentage of people reading this have harboured the fantasy of being an astronaut, even though you knew it was a virtually unattainable dream. But sometimes dreams can come true by the least expected route possible… even when those dreams are not necessarily your own.

Jason Stoddard is no stranger to the pages of Futurismic or numerous other science fiction publications, both online and off – and with good reason. In “Willpower” he walks the talk of his own ‘Positive SF’ manifesto, balancing old-school optimism and sensawunda with a plausible (and far from utopian) future setting. Enjoy!

Willpower

by Jason Stoddard

Michael Delgado needed something to do. Today. His last willfare job had ended last Friday, which meant tomorrow morning was contract breach. The foodcard would stop working, and the ever-efficient borgots of the Balboa Arms would be down to usher him out of his 300-square-foot studio apartment. Not that he’d miss it, with Van Nuys cranking to 105 today and him with only a swamp cooler.

He scanned quickly through the willfare crapwork and sinkers:

Job2309170342546

Dog walking, Cerritos area, 0.5D willfare credit (4 dogs, large, aggressive). ACCEPT >>

No way. Not for a half-day credit.

Job2309170342554

Street cleaning, crew of 16, Chinatown and surrounds, multiday contract. ACCEPT >>

(Currently 11 accepted)

Surrounds, as in southeast LA, no way.

Job2309170351565

Research assistant, UCLA medical campus, great status! Includes transpo and housing. Minimum 45-day contract (90 willfare creds), extensible to 90-days. Standard disclaimers. ACCEPT >>

And take a chance that the cancer they infect you with they might not be able to cure? Oh, no.

Michael Delgado frowned, the chant of the taxpayers echoing in his head. WE pay your salary, so you do what WE want. We want you to cut our grass, you get out here pronto! And Congress agreed. Needed for a smooth transition to a post-scarcity economy, they said. Allows them the dignity of productive work, they said. Gets them off the streets, they said. They who drove comfortably to jobs not-yet-outsourced in SUVs with large leases not-quite-paid.

And then:

Job2309170355443

Take my place on the Ares. 180 day contract. I’ll vouch for the full 720 willfare days, even if I have to pay ’em. I’m done. ACCEPT >>

Michael felt something like an electric shock as he eyeblinked on ACCEPT. Strange shivers worked up and down his spine. He heard something like a whisper, deep within his mind. He felt suddenly strong, powerful, alive.

Oh, no. Continue reading NEW FICTION: WILLPOWER by Jason Stoddard

Contemplating immortality, contemplating death

ninjaThere’s a lengthy (but well worth the read) article at COSMOS Magazine about the prospect of functional human immortality, which – thanks to fairly recent scientific advances – now looks plausible as opposed to impossible. Unlike many articles of its kind, it looks at the psychosocial implications of such a change:

“Our relatively brief lives and our routine proximity to the deaths of ourselves and others are the foundations of everything we have ever thought or believed. Neither religion nor philosophy necessarily promises immortality, but each offers ways of coming to terms with or giving meaning to death and, therefore, life. If death is to be postponed indefinitely, then both religion and philosophy face fundamental crises.”

Well, at least we’ll have the leisure time to talk it all out! [image by brunkfordbraun]

On the flip-side, an article at Wired takes a look at a new computer game wherein the bodies of your slain opponents don’t disappear:

“Over the years, I’ve noticed that most of the seriously violent games I love deal with the corpses by simply whisking them away. […] After I’d killed my way through about seven battles, I experimentally backtracked all the way to the beginning, and sure enough – every body was still lying there, every blood fleck on the ceiling intact.

Now, did this change the emotional, or even moral, timbre of the game?

In some ways, yes. You really do get a better sense that you’re a sociopath when the evidence of your crimes is stacked around you.”

Perhaps, rather than being the training grounds for murderers that some might claim them as, violent games could actually encourage their players to think harder about the consequences of their actions in the real world? That could come in handy – especially if we ever find we can live forever.