Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Saturday, May 14, 2005

The Future of Computing -- and Gaming

Late Thursday, Micro$oft unveiled their next-generation Gaming Console, christened the XBox 360. This highly-anticipated gaming console is expected to be available to the public by the 2005 holiday season -- in less than 6 months.

Dan Knight wrote an excellent article about this news, and speculated on the impact the XBox 360 will have on the future of computers, especially Apples'.

What is so impressive about the XBox 360 are the specs. Micro$oft purchased a number of Power Mac G5's in order to develop the software that will be running on their new gaming console. In a strange twist of irony, the new XBox will be sporting a Power-PC processor, instead of the widely-used Intel architecture.

The new XBox has a triple-core processor, clocking in at 3.2 Gigahertz. The fastest Mac, comparatively, is a dual-processor 2.7 GHz Power Mac. The XBox will also come with a standard 512 Megabytes of RAM, a 500 MHz ATI graphics processor, a 20 Gigabyte removable hard drive, and a 12x DVD-ROM drive.

In short, the new XBox will easily out-perform Apple's fastest machines, and will likely cost far less than Apples' $2999US flagship model. Not only will the XBox 360 out-perform Apple, It will be even more powerful than most (if not all) Intel-based systems.

Two words: Check and Mate.

Where will this leave the computing industry? It has the potential to aid and hurt Apple. Since the architecture is built around the Power-PC Processor, it will be relatively easy to port OSX and other *nix based operating systems to these machines. There could be droves of computer users "switching" not due to Apple's campaigns, but because they have an incredibly powerful, and economical machine at their disposal.

The XBox 360 will likely kill the Mac Mini Market, as they will likely be around the same price points. If you were a consumer, what would you buy? A cute $499 machine that is arguably one of Apple's slowest models, or could have one of the world's fastest machines for the same price?

Furthermore, Apple will have to push for the development of multi-processor / multi-core machines, and have to drop their price-point to make their most powerful models affordable to the average consumer. I suspect that Apple will have to push for the implementation of IBM's Cell processor, which might be their only choice if they want to stay in the computer hardware business.

I also think that Intel is in big trouble. Currently, today's most popular gaming titles are designed and released on Intel / Pentium systems. With XBox's migration to a PowerPC architecture, that will mean many more games will be developed for OSX or Unix-type systems. Could it be that Micro$oft will kill Intel, just as it nearly killed Big Blue in the mid-1980's?

And what about other game console manufacturers? Sega has all but given up. Nintendo has been beaten pretty badly with the failure of the N64, and the lukewarm interest of the GameCube. The only major competitor to the XBox 360 will be Sony's Playstation3, which is currently being developed, and is expected to hit the markets sometime in 2006. The Playstation3 is also migrating to an IBM architecture -- the Cell Processor, which will likely out-perform the XBox 360. I would likely wait for some benchmarks (and game selection) before I would commit to either system.

It is going to be an exciting and turbulent year in the computing world, except this time, I think IBM and Micro$oft have winning hands -- at least this week.

Thursday, March 10, 2005

Just Threw Away 60 Hours

Amidst my "illness", I have found a way to pass the time. In fact, it has nearly consumed what little free time I have. I bought the PC game, Knights of the Old Republic when I first fell ill, and I could not stop playing it.

I finally beat the game today, only to find myself yearning to hit 'reset' and begin the adventure all over again. This has got to be one of the best (if not, the best) video game I have ever played. Period. Well, I felt the ending was a little soft, but that's almost a non-issue when you consider the size, scope, detail, storyline, and action this game has to offer. No wonder it won Game of the Year for 2004.

What really made this game is the non-linearity of it. It really allows the player to immerse himself in the game and discover all the juicy tidbits for themselves. In addition, the course of the game can change depending on your choices.

Sure, I played a "do-right" Jedi for my first attempt at the game. But the next time around, I think I am going to just let myself fall to the Dark Side... And stay there.

BTW, if you hadn't heard by now, the full trailer for Episode III is being aired tonight on the Fox Television Show "The O.C.". I can hardly wait to see the trailer, but I think I can wait long enough to avoid watching the television show.

Monday, October 11, 2004

Much Poorer Now

It has taken me nearly six months, but I have finally replaced my computer. Yesterday, I dropped a hefty sum of money on a brand-new iMac G5. The image you see on the left is identical to my model. Sleek, sexy, and powerful, I have high hopes that this machine will last me the next five years.

Yes, I am absolutely bragging. I hope those who know me well will come over and have a look at this piece of modern art. But please, do not drool on the keyboard.

I imagine by now you have noticed some revisions to the template. I borrowed some code and added a list of recently read books. By recently, I mean in the last four years. I have been getting after myself to read more books and spend less time in front of the computer and/or television. You also know that I am rather opinionated, and putting this list of recommended books is all a ploy to influence all you readers.

The first thing I did once I got my computer home was install Dungeon Siege. What a great role-playing game. The screenshots speak for themselves. The sequel appears even more impressive. When I first installed the game, I wasted three months of my spare time trying to beat the game. At least I got my money's worth.

A new computer also means more frequent blog entries. That is, if time permits. I don't expect that I will get to spend much time on here until I am finished with Grease.

Speaking of Grease, I have been given ticket prices. $20 in advance. I still do not know the location of ticket vendors yet. That information shall arrive within a few weeks.

Time for shut-eye. Happy Turkey Day everyone.

Friday, June 25, 2004

NetHack

In a recent post, I had written about my love of video games. Somehow along the way I had become sidetracked and began ranting and raving about the hardships of being a youth in Western society. Though I did explore some interesting issues, I did not discuss what I had inteneded. I never explained what I "get out" of playing these games. I apologize for this, but realize that the purpose of this blog is a lot about these rants and raves. Free-associative writing (as I believe it is called) is a powerful tool psychologists use to probe into the deep workings of a troubled mind. But that's another story altogether.

Before I went on my completely unrelated tangent on bullying, I was giving a brief synopsis of the evolution of the modern coin-operated video game. I expect that these huge cabinets do not make the same amount of money they did twenty years ago. I just don't see arcades around town like I used to. There was a time where there were arcades and pool halls all over town, where teenagers would spend their evenings and weekends shooting pool, playing video games or pinball, trying to get high, drunk, or find a date. Most of these places are now empty and out of business. I suppose it a sign of the times, but I'd sure like to know what these kids are doing nowadays. Where are they going?

I imagine that the rapid advancement of technology has a little something to do with it (certainly not everything!). Computers and Game consoles are the main staple of the video game economy now. Video game fanatics are quite comfortable staying at home playing the newest game on computers with the latest graphics cards, chatting with their buddies over MSN, ICQ, AIM, or iChat. In many ways, the advent of the Internet has connected the world in so many ways that the world feels like a much smaller place. In other ways, it has severed huge populations from the world. This is a subject that will have to wait for another posting to discuss.

Like I had said, I love the old retro computer games like Donkey Kong, or Asteroids. They are great fun, but the boredom level can set in rather quickly due to the repetitive nature of these games. There is a certain type of video game that I can't seem to get sick of. These are games of the Role-Playing persuasion.

Some people can't stand these games. Either they believe it to be too complicated, or perhaps it takes too long to complete a specific task, or maybe there are too many controls. I know a lot of video game fanatics who can't stand to sit through reading a number of paragraphs of text in the opening credits of the game.

This is exactly why I enjoy these games. First of all, it can take weeks or months to play a game form beginning to completion. Realistically, if you could play one of these games from start to finish with no breaks, it may take thirty to sixty hours to complete, which is still a daunting task! When you spend that amount of time playing the game, you tend to develop a kinship towards the characters. You learn their personalities; you watch them grow and develop their skills. You watch them fall in love, and you watch them battle evils of epic proportions.

Nowadays, these Role Playing computer games are big money for the developers, but this wasn't always the case. In the very beginning, adventure and role-playing games had rather humble beginnings. It is difficult to understand why, but perhaps to better understand the problem, we might have to look a little farther in the past.

The role-playing phenomenon had its humble beginnings with the development of one game: Dungeons and Dragons. Over the years, D&D has had a rather bad reputation, largely thanks to uninformed religious groups. I agree, that it is unfortunate that in the game's infancy, a few teenagers abused drugs, got carried away, and took their own lives, but that is not what the game is about. Even if you think dragons are minions of the Devil, and dice are wicked, this is little ground for creating a whole moral panic against the genre. Others say impersonating another character, role-playing, or acting are sins and should be forbidden, but for those groups, I would like to ask them how many of their church groups employ members of the congregation to participate in a Nativity scene at Christmas? Sorry people, but playing a shepherd or one of the three Wise Men is no different than playing a Knight who is commissioned to rid the world of evil. Apples are apples.

Role-playing is not a new thing. Children role-play all the time: They pretend they are firefighters, parents, athletes, superheroes, etc. It is one of the ways that these children learn about the interactions of our world. The major difference between children playing "make-believe", and Dungeons & Dragons, is that the creators of the game were clever to discover that they could use statistics and the randomness of dice to determine outcomes. An outcome could have to do with the outcome of a battle, or the ability of detecting a trap, bribing a guard, or what kind of item is locked within a chest. Using these statistics, a player who was good at picking locks, for instance, would have a higher percentage of successfully picking the lock than a novice would. This adds excitement to a game where what happens next is a big part of the fun of the game.

To successfully play the game, you need a minimum of three players. You need two or more players who are willing to play characters (the roles). These characters are the heroes who will depart for adventure, in whatever form they desire. But the player needs to communicate these ideas to a referee, or game master, who tells the players of the outcomes, describes the places, situations, and characters they meet. It is these interactions that bring a role-playing game to life.

If you ever played a game of Dungeons and Dragons, you will probably know that when a battle sequence ensues, it can take hours to finish. It can be fun, but it is sometimes a slow and painful process, especially, if you are sitting on the sidelines. Sometime in the late seventies or early eighties, somebody discovered a way to speed up the process -- with a computer.

A computer is quite good with statistics, calculating modifiers, variables, and (somewhat) adequate with random numbers. A computer game could crunch a few hours' battling into a mere minute or two. So people began writing adventure games for the computer, and the first ones were rather disappointing.

The first we will discuss are the text-based adventure games. They featured no sound or graphics, and often began with a corny phrase like: "You are standing in a dark and narrow passageway with exits to the north and east". Commands were given in a cryptic form that rarely resembled the English language, and commands were quite limited. Some of these games managed to have some success. The Zork series fared quite well, but I think the interface was more or less lacking. It did have the heart and soul of the Role-Playing game. It was descriptive, and unfolded much like a Game Master would describe the scenario to the players. The problem is that computers do not work well with human creative thinking, and creative actions are pure fun in role-playing situations. A programmer would have to think of nearly every possible situation and outcome, and attempt to program it into the computer. The next problem, of course is that the computer often ran out of memory before the programmer could code the number of possible commands a human could conceive.

Around the same time, programmers devised a dungeon exploration game called NetHack. It could be argued that all role-playing games are derived from this creation in one way or another. This game used a number of the statistics from Dungeons and Dragons, as well as a low-res GUI to represent dungeon walls, creatures, doors, or objects. The difference in this game is that there were only a set number of commands given for the player to use -- but there were still dozens of them. In NetHack the character is given armor to wear, weapons to wield, spells to cast, monsters to slay, and treasure to plunder. The character obtains experience by killing monsters, and with greater experience, the player become more powerful in his abilities. Like the role-playing games that followed, NetHack is a game that can take hours to play.

NetHack still exists to this day and runs on every computer platform imaginable. Code-wise, it is a very small game, though programmers develop new code and add it to this game that is approaching 25 years old. Within NetHack, there are scenarios and commands that still have not been integrated into the super RPG's of today. I sometimes like to get away from all the heavy graphics and sound and play a simple round of NetHack. Beware, you might get hooked!

Computer and Game Console RPGs have increased in complexity with the increase of memory, storage, and processor speeds. The latest games now have three-dimensional graphics, and automated battle scenes. This often speeds up the play of the game, but sacrifices the strategy of turn-based battle engines. Not to say this is a bad thing though.

I have watched the Final Fantasy game series evolve from its humble beginnings on the Nintendo console to the computer phenomenon it is today. The length of the newer games, the storyline, battle engines, strategy, races, spells, and objects are absolutely breathtaking.

So why do I love these games? I guess it is the idea that I can immerse myself in the plot and the characters. I can escape the real world for hours at a time, and become a hero of my own will. I don't play these games for the violence; I play for the advancement of plot and character. New objects and spells are always exciting to test on unsuspecting enemies. Best of all, in these games I am the best and strongest, and good always prevails over evil!

Sunday, June 20, 2004

Video Games, Bullying and Columbine

I have spent a number of days working on this post when time permitted. I hope you enjoy it.




I am a video game fanatic. I have loved playing them since I was very young. Being an adult who is approaching his thirties, it seems a little juvenile that I still get so much enjoyment out of flashing lights, bonus points, and senseless violence.

My mother has never understood my enjoyment of video games. I recall from the very beginning of my digital tenure, that my mother would be pressuring me to "go outside and play with the neighborhood kids", or draw, paint, or do something -- anything -- more constructive than sitting in front of the television exercising my reaction time. As I grew into adulthood, my mother became more obstinate in her stance against my "wasting my time playing video games". For the record, I see her points, which were (and still are) valid. She just doesn't understand what I get out of playing these games, which I will attempt to address in a future post.

I imagine if a person could categorize my clothes, attitudes, favorite music or interests, the word "retro" would be most likely used. This might also be true with my interest in video games. I sure enjoy the old games -- as much or even more than some of the ones designed today. Too many video games today are using souped-up 3-D graphics, extreme violence and gore to sell their product. I would rather play a game with inferior graphics and sound, but had a better gameplay experience, than one that had state-of the art sound and graphics, but lacked in objective or storyline.

I still love the "Classic" coin-operated video games. Games like Space Invaders, Ms. Pac Man, or Galaga are as enjoyable today as they were when they were introduced almost a quarter century ago. The success of these games were due to the following factors. They had a simple objective, acceptable graphics and (usually) sound, bonus points/rounds, and a simple user interface. It took a player less than five seconds to learn how to use the controls. This formula made many companies like Midway, Williams, Nintendo, Sega and many others very wealthy in the late Seventies and early Eighties.

Fast forward to the Nineties, and we see a paradigm shift in the design of arcade games. The sound and graphics quality of the games increased exponentially, just as the processor speeds increased at the same rate. But what these games gained in technological advancements were lost in the quality of gameplay. The value of entertainment was no longer justified in the number of gameplay rounds, or bonus points. The objective was now to either defeat a competing player, or the machine. Sparring games became the norm. Generally based an a battle to the death, these games featured lifelike sound, extreme violence, blood and gore. The characters resembled comic-book superheroes, with males having exaggerated muscular definition, the female heroes being scantily clad, with augmented breasts, and small waistlines. Objectives of the game changed to defeating a set number of opponents, or learning secret keystrokes to deliver massive damage to an opponent via a "special move".

It was about this time that I quit playing video games for a number of years. I found no enjoyment in the ultra-violent arcade games such as Mortal Kombat, and other similar ilk. The number of controls on these games increased, and it required a much greater investment (in quarters) to attain any skill in the game. The interface was complicated, with numerous buttons and/or joysticks, and I could not appreciate senseless gore (ripping out an opponents' heart with a secret button combination was not my idea of a fun game).

By the turn of the millennium, arcade games have made another paradigm shift. The new games are still ultra-violent, but they have been designed in the first-person interface. Many of these games feature a light-gun of sorts, where you enter a area (a house for instance), and enemies begin crawling out of every crevice. Your success in the game is determined by your shooting accuracy, your reaction time, and (largely) by the amount of ammunition you manage to conserve. I find these types of games to be marginally more interesting than the sparring types, but I have to be in a certain mood to play these. Again, the gore level is also a determining factor of my enjoyment of the game. If you have ever seen the arcade game "House of the Dead", there is so much blood that I find the game repulsive. From what I have seen of the game, there is little objective, except to kill everything that moves. On the other hand, a first-person shooter game I have enjoyed for many years is Golden Eye (007) for the Nintendo 64. It is still somewhat gory, but there are less violent objectives given for each mission. You may have to steal blueprints, intercept transmissions, infiltrate military installations, but rarely is your sole objective to kill somebody. In the Golden Eye game, the violence is usually the effect, and not the objective. There is much more strategy to a game like Golden Eye, than there is to House of The Dead.

I would like to see one conclusive study done that proves that ultra-violent video games are the cause for the apparent increase in violence in high schools. Angry parents, attorneys, the clergy, critics, and sociologists are citing that the boys involved in the Columbine and Taber shootings enjoyed playing these ultra-violent video games, and it was because of these video games that they resorted to violence against their peers. The premise of this is logical: who would be capable of such unspeakable violence, if they were never exposed to it in the first place? This is their exact reasoning for their mandate to censor all forms of art and media, including books, music, television, movies, and video games.

What sociologists forget, is that human beings -- in fact many mammals -- are capable of abstract thought processes, and are innovative. This of course means that human beings are capable of many things, including violence, without having prior exposure. What makes case studies like this such a challenge to separate the fact from the fiction, is that there is so much subjectivity to these arguments, that really, you can't conclude anything one way or the other. To prove that children being desensitized to violence through the media and video games are more likely to commit violent acts is about as difficult to prove as the existence (or non-existence) of God. Philosophers have been working on that question for centuries, and they are no closer to an answer than when they started.

We know a few things about these teenagers who opened fire on their classmates at Columbine and Taber. They were social outcasts with few friends, they listened to aggressive music, they enjoyed ultra-violent video games, and they were victims of bullying. Now just think about that statement for a minute or two. If you examine the North-American teenaged male demographic, you will find out that most of them listen to aggressive music, and play violent video games. Again, the term aggressive music and violent video games, are subjective terms, as I am sure someone would argue a yellow circle eating purple ghosts in a maze is violent, just as someone else would argue that all secular music has aggressive characteristics (e.g. one could interpret the Carpenters' "Close to You" as having stalking themes in the lyrics).

Now, I have listened to aggressive music not unlike Metallica (for example) throughout my teenaged years. I have played violent video games since childhood, and I have never swung my fist at another human being in my life. If the means justifies the ends, then I should be as angry and aggressive as the shooters at Columbine and Taber. I should be considered a threat to society. But this, of course, it not the case, since I feel I am accurately able to tell the difference between fantasy and reality, as well as what would be considered morally acceptable behavior. I can identify with these angry teenagers, as I went through as many tribulations as they did. I had few friends, I listened to angry music, I played violent video games, and I was bullied...

Now let's talk about the bullying situation. Bullying has become the societal bogeyman of the 21st Century. During the Nineties, social workers, teachers, parents, and the police were worried sick about guns in their schools. In the Eighties, it was drugs. I am too young to know what the concerns were in the fifties, sixties, and seventies, but I am sure alcohol, drugs, promiscuity, racism, sexism, and politcal/sociological protestation all were major concerns at one time or another during those decades.

Bullying is a serious issue. It has taken the school system the better part of a century (perhaps longer) to figure that out. Of the generations before me, bullying was prevalent in all grades in all schools throughout the developed world. Hollywood has glorified the relationship between bullies and wimps in schools in almost every decade possible. Bullies are not the product of the current education system; they thrive within schools because of the lack of control the teachers have. Bullying is a sociological issue, and it has been documented since the beginning of History. For proof, read the story of Cain and Abel in the Bible.

What irks me, is that for generations, being bullied was regarded as a rite of childhood passage. That it was a phase that everyone had to endure, that it built character, and that it would end upon reaching adulthood. Geeks, wimps, nerds, and losers were tormented in school halls with no place to go, no where to hide, no one to protect them, and no one to enforce order in the school. Money has been extorted, pants pulled down in front of hundreds of faces, heads flushed in toilets, bones broken, and even lives lost at the hands of bullies. Not a thing had been done about it for decades. Why?

Now, let's consider the victims. I was a victim of bullying for probably eleven of the twelve years I was in grade school. Money had been extorted, articles stolen from my locker, I had been picked up and thrown around like a football, beat up, spat on, sexually assaulted, and knocked unconscious by being hit in the head with a math text. All at the hands of bullies. I am sure there are far worse things that have happened to me but have been buried so deep that they will never surface again. The worst thing is, many of these cruel acts were committed while under direct supervision of a teacher -- and not a thing was ever done to rectify the situation.

If you think bullying only takes place in a playground or school, think again. I have even been a victim of bullying as an adult. And, it's even worse than like it was in school, as you don't have a chance of anyone helping you. You may be able to go to a police officer and file a complaint, but without witnesses or hard evidence, the police will probably be unable to do anything. Being the victim of these unspeakable acts of terror has impacted my life, and attitudes significantly. I am a introvert, I shy away from meeting new people. I am depressed, I underachieve, I drink heavily, and I play violent video games. I am uncomfortable calling strange people on the phone. I avoid eye contact. I don't like applying for new jobs; conversely I don't do well at interviews. I don't like crowds, and I don't like going places, even taking vacations. I am a pessimist; a nihilist. My life has been so troublesome at times I often wondered what I had done to deserve my pitiful life.

So I can completely empathize with the anguish, rage, and helplessness that these teenagers at Columbine and Taber must have felt. It is a terrible feeling to dread the thought of going to school. School is meant to be an enlightening and joyful experience -- something I didn't not get to experience until I was in College. Once the bullies disappeared -- or left me alone, made all the difference in my enjoyment of school.

I scratch my head in wonderment about the horrors of Columbine and Taber -- and I mean the media circus that transpired. It seems that the media goes on relentlessly about what a tragedy these shootings were. The media glorifies the victims: "This 16-year old male was a Junior at the high school, and a member of the football team. He had many friends, and was considered to be quite popular". Then they go to describe the gunman (or gunmen) "They were Sophomores, who didn't have many friends, listened to bands like Marilyn Manson, the Insane Clown Posse. They were quiet, and played violent video games." Then, the media goes on and on about how the gunmen were psychotic, mentally unstable, neglected, and how those who were killed nothing more than innocent victims.

Now before I go on, please understand that I perceive these shooting as tragedies. I don't think anybody should die at the hands of a gunman, let alone at school. Some of you may feel that those gunmen at Columbine are burning in Hell for murdering their schoolmates, but I am sure there are many who have been bullied all their lives who perceive them as martyrs.

What is the question that nobody has been asking? What happened to these kids that pushed them to the point to kill their classmates? You can't blame it on video games. You can't blame it on angry music. Those are just scapegoats that sociologists, the clergy, psychologists, and teacher/parent committees use to put the general public at ease. I am not denying that the gunmen may have had some emotional problems. Perhaps those problems were the effect of something, and not the cause of their unspeakable violence.

The truth is, these kids were bullied. They were bullied to the point of such desperation, that they could not feel safe in that school without some form of defense. In a school, the bully runs the show. Teachers are powerless, and often there is no place for a victim to run and hide. For the gunmen, pulling the trigger was a matter of survival. The kids feared for their lives. So for the media to say that the kids who bled the school walls were innocent victims is the biggest pile of bull I have ever heard. The gunmen believed that those people deserved to die. Those victims, were in fact, guilty of years of violence, extortion, and emotional abuse. Nobody did anything about it, until the true victims stood up to their bullies, in one defiant moment, and said: "You are about to pay for all the pain you have brought myself and my brothers over the entirety of your short lives!"

I have had just about all I can take of violence in schools. Something has to change -- and it must start with the system. Many schools are adopting a zero-tolerance for bullying and/or violence in their schools. This is a start. But all that is meaningless until the power to discipline is returned to the teachers.

More about violence, music and video games to come in the future.