Published on 20 Jun 2015
If I said to you “What’s Port?” and your answer is “A fortified wine from Portugal served by the Wardroom Steward at Mess Dinners” you’re either a Royal Naval Officer or someone who could probably benefit from watching this video. There’s no cure for being a Royal Naval Officer, but the cure for sucking at World of Warships is just one click away.
January 23, 2016
January 19, 2016
Published on 18 Jan 2016
JourneyQuest 3 is funding on Kickstarter now! Click here to renew the show for a third season: http://vid.io/xqEB
Now on Kickstarter! Renew JourneyQuest for an epic third season, featuring the ongoing adventures of Perf, a dyslexic wizard with a quest problem.
Watch the first two seasons here: https://www.youtube.com/playlist?list…
December 5, 2015
Uploaded on 26 Apr 2006
Guy playing CounterStrike gets recorded and remixed by someone at insoc.org.
Then I transcribed it, and a few years later, decided to make this subtitle video!
December 1, 2015
Cory Doctorow on the intersection of adolescent rage and police militarization, complicated by an international border:
“Obnoxious” is the online name of British Columbia teenager who spent years destroying the lives of women who had the audacity to create popular, lucrative channels on Twitch in which they streamed their amazing video-game play.
Obnoxious would get their IP addresses, dox them, DDoS them, try to blackmail them into befriending him and then to performing on-camera sex-acts for him, he would order pizzas and other crap to their homes, and then he would swat them.
“Swatting” is when you call someone’s local police force and pretend that you are a crazed gunman/bomber in their house, so that the cops show up locked and loaded, fingers on the trigger. At best, you terrorize your victim and her family; at worse, you get the police to murder one or more of them.
Jerks and people with emotional problems have used bomb threats and similar methods for decades. I went to a school where one kid — who was already in and out of residential psychiatric facilities — would routinely call in bomb threats. The precautionary principle applied — we’d go stand on the lawn and the cops would search the building — but there was none of today’s auto-immune disorder, no MRAPs parked on the lawn and cops in Afghanistan-surplus military gear hup-hupping through hallways with their fingers on the triggers.
Shutting down “Obnoxious” proved to be nearly impossible. The jurisdictional problems of getting Canadian cops to care about crimes in America, combined with American cops’ ignorance of “cyber” and tendency to blame the victims (a cop told one survivor of repeat swattings was told to stop playing games and “just pick up a book” to avoid more trouble), combined with the diffused nature of the crimes meant that Obnoxious operated with near-total impunity as he attacked more and more women.
October 19, 2015
I attended my first science fiction convention when I was 16, and being a science fiction fan in the mid 70s was ever so slightly more reputable than being a junkie or a drag queen in “mundane” society. Fandom was a tiny, tiny group of people compared to just about any other group of enthusiasts you could think of. At my first SF con in Toronto, there was a sharp dividing line between the “real” SF fans and the (euchhhhh!) Star Trek fans … even though the Trek fans were close to 50% of the attending fanbase. The “real” SF fans viewed the Trekkies as just barely tolerable (think of a guest bringing along a new and not-yet-housetrained puppy to your party). This was the first cycle of modern SF fandom history. On LiveJournal, wombat-socho outlines the pattern:
A short-lived show on NBC, Star Trek, generated massive fan interest in people who had never heard of science fiction fandom. The Trek fans flooded into fandom, and in the first of a sadly repetitive series of dumb mistakes, fandom turned on these newcomers and made them aware that they were most certainly Not Welcome. Fandom’s open and non-judgmental culture suddenly became harshly critical of “drobes” who ran around in Starfleet and Klingon uniforms they hadn’t even made themselves, and Trekkies who seemingly had no other interest in SF outside the series. This was horseshit, of course; perhaps predictable horseshit, given that so many SF fans (as I mentioned previously) were more than a little lacking in social skills, but horseshit all the same. Trekkies were in many cases SF fans fired up by the campaigns to bring the show back, fans writing fanfic, fans writing fanzines to publish fanfic and fanart in, fans starting conventions to which bemused actors were invited and besieged by legions of fans seeking autographs. In short, fans doing fanac, but not in the Approved Manner or on the Approved Topics. And so Trek fandom and its conventions, for the most part, went its separate way from traditional literary SF fandom.
Not too long after the hordes of unwashed Trekkies had been successfully repelled from the ghetto, a fellow named George Lucas showed up at the Kansas City Worldcon in 1976, promoting a remake of Akira Kurosawa’s The Hidden Fortress featuring starships, a courageous young farmboy with hidden psychic powers, a couple of amusing robots, two ancient masters of martial arts, and a brutal Galactic Empire. He got a warm reception, and a few years later millions of people around the world were flocking to see the movie we all know now as Star Wars. They, too, started showing up at science fiction conventions, and got the same warm reception shown to their older brothers and sisters the Trekkies, and they in turn started going to what were increasingly called media conventions. The media conventions, like the Trek conventions before them, were very different from the fan-run SF conventions that preceded them. More (if not most) of them were unabashedly for-profit, charged different membership rates with different levels of access to the guests, and sometimes seemed more like combination flea markets/autograph sessions, with some panels where the guests talked about the shows. And they drew tens of thousands of people, because after Hollywood saw the huge piles of money Lucas was making, they couldn’t wait to launch a new Star Trek movie, a new Star Trek TV series, and all manner of TV shows and movies with science fiction themes. And lo, the fans of these shows and movies were likewise greeted with a cold shoulder by the Big Name Fans, Filthy Pros, and Secret Masters of Fandom.
At about the same time, role-playing games (Dungeons and Dragons, Traveller) exploded in popularity, followed not much later by collectible card games like Magic. For some reason, gamers had always fit better with traditional fandom, perhaps because so many of them were SF and fantasy fans to begin with, but after a while (perhaps around the time video games started becoming affordable and popular) they, too, started feeling less than welcome at regular SF conventions, and began going off to swell the crowds at GenCon and other conventions that were mostly about games and gaming.
Are you starting to see a pattern here? Is a trend becoming apparent to you?
Fans, back before Star Trek, were an isolated low-status fringe group who banded together against the mundanes who looked down on them. Given multiple opportunities to live up to their declared open and tolerant mores, each and every time they tried to do to the newcomers (Trekkies, Star Wars fans, gamers, and so on) exactly what the mundanes had done to them. You can’t say fans aren’t human, because they certainly re-enacted the same social exclusion, belittlement, and shaming that almost every in-group in human society uses against almost every out-group. Oh, and look, the “real” SF fans did the same thing recently to the libertarian and conservative fanbase.
Having read the preceding, should the results of SP3 have been a surprise to anyone? The people running WSFS and the people running local SF conventions are the same people who for the last fifty years have been mouthing off about “openness” and “tolerance” and “not being judgmental” while doing their best to run off “fringefans” at every opportunity instead of welcoming new chums and introducing them to the wider world of science fiction and fantasy. In order to join traditional fandom, you are only allowed to come in through one door, only allowed to read certain books, only allowed to express certain opinions. Then you can be accepted as a “true fan”. Why would anyone in their right mind want to put themselves through that? It’s a good question, and one which a lot of fans have answered by ignoring traditional fandom in favor of geek culture events such as the San Diego Comic Convention, Otakon, GenCon, and Dragon*Con. Some fans have signed up for Sad Puppies 4, hoping to recruit enough friends and allies to retake the Hugo Awards from the Sadducees and Pharisees who have controlled it (and increasingly, handed it out to those favored by Tor) for going on ten years. In the long term, though, perhaps what fandom (as opposed to Fandom) needs to do is build up a fan organization that welcomes all fans of science fiction and fantasy, no matter what door they enter by.
September 27, 2015
Published on 27 Aug 2015
What’s the matter, Tommy… are ze Germans coming? Actually yes, they are and they’re in dirty great Battleships! I think we’re going to need bigger guns…
August 17, 2015
July 12, 2015
I really haven’t been following the uproar over the gaming journalism narrative … so this story may be completely off-base (but it does at least match some of what I’ve heard from folks who are invested in the argument):
Video game journalists: those guys who use phrases like “high octane,” “balls-to-the-wall” and “artistic integrity“; the sadomasochists who label factions of their own community xenophobes and fascists, for daring to express an ironic sense of humor; the enlightened few, who described fans as whiny and “entitled” for voicing their displeasure over the conclusion to a beloved franchise.
These past few years have not been kind to the gaming community. To put it mildly, of late, video game journalists have not been too generous to the gaming community.
“Give us your clicks, your Facebook shares, your unfaltering loyalty,” they say, all doe-eyed and loving. “Oh, and please don’t enable AdBlock!” Video game journalists excitedly invite their readership to view their news articles, reviews and opinion pieces, only to kick them to the curb when they’ve siphoned up the ad money. If that’s not how the state of play is, that’s certainly how it feels.
It’s like a depressing, unfulfilling booty call, where, ultimately, everyone comes out a little crustier and disease-ridden. The games journalists may earn some clicks for cash, but they lose little pieces of their souls, their innocence, their Bambi-like demeanor. Meanwhile, angry gamers hop about social networks, gnashing their teeth and venting their disdain for the press. The fans’ incredulity over the behavior of these journalists, in turn, makes the journalists just as incredulous. The fans feel downtrodden and used, the journalists feel violated and misunderstood, and a toxic cycle of hate ensues.
A number of culture critics and social crusaders have helped foster an atmosphere of tension and animosity, striking a war between gamers and members of the games press. However, while these individuals struck the match of the debate, the journalists hurriedly gathered the canisters of gasoline. In fact, little did the community realize, these self-interested people had not been on “their side” for quite some time.
H/T to Perry de Havilland for the link, and the rather eye-catching GIF:
June 17, 2015
Yesterday, Arenanet announced that the first Guild Wars 2 expansion, Heart of Thorns is now available for pre-purchase at http://buy.guildwars2.com. There is still no definite release date, but pre-purchasing will allow you to take part in the upcoming beta weekend events (just as they did for the original game).
May 20, 2015
At Techdirt, Karl Bode pours some scorn on a deserving demographic:
Like many people, video games have been an integral part of my life for about as long as I can remember. From my days visiting Wildcat! BBS systems where I’d play Trade Wars 2000 — to obsessing over the Apple IIe, IIc and IIgs — video games were not only an integral part of my childhood, they actually helped forge an adult career path. Swapping out graphics cards and building new PCs to play Quake 2 led to a job in Manhattan legal IT, which in turn resulted in a life focused on writing about technology. Aside from a few tics, I like to believe I wound up relatively normal, and video games have made my life immeasurably more rewarding.
That background usually forces me into the role of video game evangelist when surrounded by folks that, all too frequently, are engaged in hand wringing over the diabolical moral dangers games purportedly present. At a party recently, some friends expressed muted shock because a colleague’s kid was, instead of being social, playing a game in which he was “herding human beings and keeping them in a barn to eat.” I had to explain (skipping the part about how you’d need a mod to actually eat them) how this behavior wasn’t indicative of a Jeffrey Dahmer in training, he was simply engaged in normal problem solving behavior on the new frontier […]
Despite the fact that Minecraft is simply an amazing evolution of the Lego concept for the modern age, the moral panic surrounding the game never quite seems to abate. The latest case in point is over at the BBC, where the outlet implies it has heard all of the pro-Minecraft arguments before, it’s just choosing to ignore them in order to portray the game as an unpoliced virtual-reality hellscape that’s rotting the brains of children everywhere. While there are some good points embedded within, there are notably more bad ones, like the argument that kids should instead be reading, because reading engages imagination and builds character
May 9, 2015
BBC News picked up the story of a Guild Wars 2 player who’d been cheating on a massive scale:
A character controlled by a hacker who used exploits to dominate online game Guild Wars 2 has been put to death in the virtual world.
The character, called DarkSide, was stripped then forced to leap to their death from a high bridge.
The death sentence was carried out after players gathered evidence about the trouble the hacker had caused.
This helped the game’s security staff find the player, take over their account and kill them off.
Over the past three weeks many players of the popular multi-player game Guild Wars 2 have been complaining about the activities of a character called DarkSide. About four million copies of the game have been sold.
Via a series of exploits the character was able to teleport, deal massive damage, survive co-ordinated attacks by other players and dominate player-versus-player combat.
To spur Guild Wars‘ creator ArenaNet to react, players gathered videos of DarkSide’s antics and posted them on YouTube.
The videos helped ArenaNet’s security head Chris Cleary identify the player behind DarkSide, he said in a forum post explaining what action it had taken. Mr Cleary took over the account to carry out the punishment.
H/T to MassivelyOP for both the original story and the BBC News link.
April 30, 2015
A picture really can convey a thousand words:
I’ve often contend that three of the most significant influences on my adolescent years were: LEGO building, computer programming, and playing Dungeons & Dragons. With this latest mosaic project, I more or less bring all of those things together (the LEGO and D&D are obvious, while behind the scenes I have the software program I wrote to help me map out the whole mural).
For those not quite as nerdy as myself, here’s the background on this image. It is the cover to the boxed set of the 1977 version on the game Dungeons & Dragons. This was the first version of the game released as the “Basic” set. It was the first set that my brother and I owned and played with. Obviously, the countless hours I spent reading the rulebook and perusing the illustrations made a pretty big impression on me. In fact, I still run a Basic D&D campaign semi-regularly using this very set.
April 28, 2015
Ever have one of those fever dreams where you’re moving through the terrain of a video game? Want to recreate that experience for some reason? You’ll want to download Doomdream:
Ever play a video game so often that it shows up in your dreams?
That’s the idea behind Doomdream, an interactive experience created by Ian MacLarty to simulate what his own dreams look like after he’s been playing the classic 1993 shooter Doom all day.
Although there are no enemies, no combat or really any plot, it generates a labyrinth of pixelated gray tunnels and bloody stalagmites for you to wander in forever, recreating the nightmare of so many players who got lost in the purgatory of Doom‘s looping levels, searching fruitlessly for an exit sign.
H/T to BoingBoing for the image and story.
March 11, 2015
I’d expect some legal action is pending over this little contracting embarrassment for Undead Labs:
Undead Lab’s State of Decay became a cult hit when it released back in 2013. Last year, the developer announced State of Decay: Year One Survival Edition. This updated iteration packs in previously released DLC along with a 1080p graphical overhaul. And once the visuals became clearer, developer Undead Labs realized their contracted help for the game hid an abundance of phalluses in the game.
While working on State of Decay, Undead Labs hired contractors to help build some of the backgrounds. For reasons unknown, those contractors scattered a collage of genitalia across the backgrounds. However, the original version of the game was a low enough resolution that the naughty bits flew under the testing radar.
“Some of our contractors worked a ridiculous amount of genitalia into the background,” says Geoffrey Card, senior designer at Undead Labs in an interview with XBLA Fans.
H/T to John Ryan for the link.
March 4, 2015
Video game communities, social economies, give us something that we never had as economists before. That’s something of an opportunity, a chance to experiment with a macroeconomy. We can experiment in economics with individuals. We can put someone behind a screen and experiment on the subject, and ask him or her to make choices and see how they behave.
That has nothing to do with macroeconomics. Macroeconomics requires a different scenario. You conduct controlled experiments with a large economy. We are not allowed to do this in the real world. But in the video game world, we economists have a smidgen of an opportunity to conduct controlled experiments on a real, functioning macroeconomy. And that may be a scientific window into economic reality that we’ve never had access to before.
Yanis Varoufakis, talking to Peter Suderman, “A Multiplayer Game Environment Is Actually a Dream Come True for an Economist”, Reason, 2014-05-30.