My weekly Guild Wars 2 community round-up at GuildMag is now online. This week’s round-up has lots of reaction to the big March WvW update, plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.
March 29, 2013
This week in Guild Wars 2
March 28, 2013
“Gaming in the 1970 and 80s felt a little like being into punk rock”
Explanation of the headline: gaming in the 70’s was like being into punk because it was very much an outsider interest, you had to go well out of your way to find it, and it was cool (at least to you, not so much to your family and non-gaming friends). Peter Bebergal finds online caches of some of the classic gaming magazines of the day:
The Internet Archive is one of the great treasures of the internet, housing content in every media; texts, video, audio. It’s also the home of the Wayback Machine, an archive of the Internet from 1996. I thought I had explored the site pretty thoroughly — at least according to my own interests — but recently came across runs of some of the great gaming magazines of the 1970s and 80s; The Space Gamer, Ares, Polyhedron, The General, and — temporarily — Dragon Magazine. These magazines represent not only the golden age of gaming, but expose the thrill and excitement of gaming when it was still new, still on the margins. It was a time when gaming still felt a little, dare I say, punk.
Today, finding members of your particular community of interest is a Google search away, but in the 1970s the only way to be in contact with others who shared interests was through magazines. For many gamers, even finding the games could be difficult. Discovering the gaming magazines revealed an active gaming industry that still maintained a sense of being on the vanguard.
The earliest issues show off their newsletter origins. The Space Gamer and The General started off on plain paper in black and white. Even the first issues of Dragon look like a teenager’s fanzine, but the enthusiasm and energy are infectious. Who couldn’t love the introduction of new monsters for your campaign such as the Gem Var, a creature composed entirely of gemstone and that cannot take damage from bladed weapons. The artists, editors and letter writers were the best friends you had never met. Gaming in the 1970 and 80s felt a little like being into punk rock. You knew it was offbeat, knew that outsiders didn’t get it, but you also knew that this was cool. Even the advertisements and listings of conventions expanded the universe of gaming a thousandfold. Not unlike ordering 45s of unknown bands from punk zines, was sending away for microgames, miniatures and supplements from tiny game publishers.
While I wasn’t as much into the early roleplaying games, I was very much into wargaming and that was in the “respectable” part of the gaming ghetto until the boom in RPGs pretty much took all the oxygen out of the room. Of course, even in the “respectable” area, there were the Napoleonic grognards and the frisson-of-insanity East Front fanatics…
March 22, 2013
This week in Guild Wars 2
My weekly Guild Wars 2 community round-up at GuildMag is now online. Lots of anticipation for the big March WvW update, a minor armour aesthetics issue on my mesmer, and the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.
March 15, 2013
This week in Guild Wars 2
My weekly Guild Wars 2 community round-up at GuildMag is now online. The end of culling, ArenaNet’s relaunched website, interviews with developers and the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.
March 11, 2013
Chris Kluwe on the PR disaster that was the SimCity 5 launch
In addition to his “day job” as the punter for the Minnesota Vikings, and his public advocacy role in pushing for same-sex marriage, Chris Kluwe is also a gamer. In this latter persona, he was invited to review the new SimCity 5 release from EA games on behalf of PC Gamer. Business Insider had to bleep out a fair bit of raw Kluwe-ism in the aftermath:
Hi. I’m Chris. I’ve been playing SimCity ever since the Super Nintendo version, and I’ve always been a huge fan of the franchise (SimCity 3000 is my favorite). Thus, when PC Gamer came to me and said “Hey Chris! We want you to play the new SimCity 5 with us in our Celebrity SimCity region,” I wasted no time in responding with a resounding “Hell yeah!”
I mean, what could go wrong?
(Other than the inevitable giant lizards, meteor showers, and poor sewage planning that happen in every SimCity game)
[. . .]
At the time of writing this piece, SimCity 5 has been active for almost 62 hours. Of those 62 hours, I’ve been able to log in for around ten. Of those ten, four consisted of massive latency issues and corrupted games, so (quick calculation here), I’ve had access to the actual game for maybe 10 percent of the time I’ve had it. EA’s servers are, to put it bluntly, utterly bug[redacted], and there’s no option to play the game offline.
Therein lies the heart of my problem. SimCity is, at its heart, a single player game. Having access to other players’ cities is cool, but I want to build MY city, and I don’t want some [redacted], totally unnecessary “always on” DRM to keep me from playing the game (full disclosure: PC Gamer was kind enough to provide me with a download code for the game, so you can only imagine my rage levels if I had actually put money into EA’s pockets for this “experience”).
And now the math:
Sadly, EA seems to have failed to do some very simple math. Let’s look at an example. We’ll assume that for an amazingly successful game like SimCity, about 20,000 people will end up pirating it (those who have the technical knowhow and Internet savvy to find a working crack). I have 160,000 Twitter followers, of whom around 50,000 follow me for gaming. I just told those 50,000 people NOT to buy SimCity because EA cannot handle its s***, and the game is unplayable. We’ll say half those people listen to me and haven’t bought the game already. Soooo, carrying the pi, we see that EA is already out 5,000 more sales than if they had just created a normal, single player offline capable game with multiplayer components.
(Don’t forget, “always on” DRM also screws over people who don’t have access to Internet for large periods of time, like rural areas and travelers. More lost sales!)
In addition to the bad PR of a terrible launch experience, EA is also reportedly refusing to process refunds to purchasers despite having made this an explicit promise in their pre-release information package.
March 8, 2013
This week in Guild Wars 2
My weekly Guild Wars 2 community round-up at GuildMag is now online. Teaser for the March update went up the other day, and there’s lots of discussion of the new content released in last week’s patch. Plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.
March 1, 2013
This week in Guild Wars 2
My weekly Guild Wars 2 community round-up at GuildMag is now online. The February update went live this week and there’s lots of discussion about the new content. ArenaNet has been very pro-active about getting new information out and we also have the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.
Kickstarter promotion: win a day with Chris Kluwe
Minnesota Vikings punter Chris Kluwe has been in the news a heck of a lot for any non-quarterback. He’s probably the most newsworthy punter in the NFL in the last 25 years or more. A new Kickstarter initiative is trying to take advantage of Kluwe’s popularity to raise money for their project:
Former Chicago Bears’ linebacker Hunter Hillenmeyer has designs on launching something called “Overdog.” According to this interview with Hillenmeyer in Forbes, what Overdog is designed to do is connect athletes that like to play video games to … well … other people that like to play video games.
[. . .]
Before Overdog can launch, Hillenmeyer wants to raise $100,000 for various aspects of the project. In order to do this, they’ve done what pretty much everyone with a project is doing these days. . .started their own Kickstarter to raise money. Like other Kickstarter drives, there are various levels of pledges you can give, with a higher pledge giving you a higher level of recognition, access, whatever. One of the levels you can pledge at … and there are only four spots available at this level … will give you the following:
The Kluwe Experience. Describing a day with OverDog advisory board member Chris Kluwe any other way would be shortchanging him. One lucky fan will have the chance to receive a punting lesson (in Minneapolis), play some video games (likely World of Warcraft), and soak in the wisdom from the NFL’s most interesting man. Unfortunately, travel is not included but a Forever Subscription is.
February 27, 2013
RIP Allan B. Calhamer
The creator of the game Diplomacy died this week:
Allan Calhamer, designer of Dimplomacy – possibly the most perfect boardgame – has passed away. en.wikipedia.org/wiki/Allan_B._… … #fb
— John Kovalic (@muskrat_john) February 27, 2013
I was a big fan of the game for many years, even publishing a play-by-mail “zine”, as I mentioned a couple of months back:
Long ago, in the days before personal computers were ubiquitous, there were “zines” (short for magazines, correctly reflecting both non-professional status and less-than-totally-serious content). There was a wide variety of zines for all sorts of interests — rather like the back corners of the internet today, except they were physically distributed using the post office (and therefore had to stay within certain boundaries to be safe). Clive and I used to publish a zine for postal Diplomacy:
Download PDF
Download PDF
Update: Should have included a hat-tip to John Kovalic, who linked to a highly appropriate Dork Tower strip from last year.
Update, the second: The Chicago Sun-Times obituary:
To people in La Grange Park, Allan B. Calhamer was the guy who delivered the mail.
But to those who have played Diplomacy — the popular board game he invented while a law student at Harvard — Mr. Calhamer, who died Monday, was a geek god.
Back in the Fortran era, the game was a sort of board-game version of TV’s Survivor set in pre-World War I Europe, with its shifting alliances, deception and back-stabbing.
[. . .]
In an article he wrote for diplomacy-archive.com, Mr. Calhamer said the game can “make some people almost euphoric and causes others to shake like a leaf.”
“It’s pitiless because, in the game Diplomacy, there will be one winner,” said game designer Steve Jackson, founder of Steve Jackson Games. “You negotiate, you make deals, you lie.”
Game experts and industry analysts say “Dip” influenced generations of designers.
More than 50 years after Mr. Calhamer invented it, enthusiasts still engage in Diplomacy all-nighters, their long stretches of quiet strategizing punctuated by occasional shouts like: “You gave me your word you would attack Berlin!” And: “My own mother took part of Russia from me!” That’s according to chatter on boardgamegeek.com.
The game is jokingly referred to as a pastime that has been “Destroying Friendships since 1959,” said Mike Webb, vice president of marketing and data services for Alliance Game Distributors.
February 22, 2013
This week in Guild Wars 2
My weekly Guild Wars 2 community round-up at GuildMag is now online. ArenaNet’s Colin Johanson has been on a swing through Europe this week, providing lots of information to the GW2 community (including GuildMag). Many sites have posted their reactions to the new information and we also have the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.
February 20, 2013
“People are terrible judges of randomness. That is why we invented statistics”
One of the gaming blogs I’m quite fond of had this rather neat explanation of why humans are so bad at detecting true random distribution (the rest of the post discusses this in a Guild Wars 2 context):
The other thing that may be a factor here is that people are terrible judges of true randomness. As an example take the following two images. Which do you think was generated by the most random process?
It turns out that the image on the left was generated by simply placing 100 random stars with in the fixed area using a random number generator. The image on the right was generated by first dividing the entire area into 100 squares and then randomly placing a star inside each of those squares. See for yourself in the image below. No two stars are in the same box.
It is hard for a lot of people to accept that the image with the black stars is in fact generated by a more random process than the image with the blue stars. This has a lot to do with how the human brain is constantly looking for patterns. When the brain sees these patterns it attempts to correlate them to a cause even if a cause does not exist. Essentially, this is the illusion of luck. It is why people can believe that they are on a “hot streak” or why they might believe an object gives them an increased chance at success. Some call this the Gambler’s fallacy. In the end it is all the same thing. People are terrible judges of randomness. That is why we invented statistics.
February 15, 2013
This week in Guild Wars 2
My weekly Guild Wars 2 community round-up at GuildMag is now online. We got a bit more information on what will be in the February patch, including a new PvP map and some intriguing new guild missions. All that plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.
February 8, 2013
This week in Guild Wars 2
My weekly Guild Wars 2 community round-up at GuildMag is now online. The February patch has been announced and there’s lots of discussion about what is (and isn’t) going to be in it. All that plus the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.
February 6, 2013
You can say “Space” and you can say “Marines”, but you can’t say “Space Marines”
Apparently Games Workshop owns the trademarked term “Space Marines”, so nobody else is supposed to use it:
For years, there have been stories about Games Workshop being trademark bullies and sending threats to people who use the term “space marine” in connection with games. But now that they’ve started publishing ebooks, Games Workshop has begun to assert a trademark on the generic, widely used, very old term “space marine” in connection with science fiction literature.
[. . .]
A few important notes:
* Amazon didn’t have to honor the takedown notice. Takedown notices are a copyright thing, a creature of the Digital Millennium Copyright Act. They don’t apply to trademark claims. This is Amazon taking voluntary steps that are in no way required in law.
* Games Workshop’s strategy is to make “space marine” less generic by launching high profile, bullying attacks on everyone who uses it, so that there will come a day when people hearing the phrase immediately conclude that it must be related to Games Workshop, because everyone know what colossal dicks they are whenever anyone else uses the phrase
* Trademarks only apply to commercial works. You can and should use “space marine” in your everyday speech, fanfic, tweets and so on. For one thing, it will undermine Games Workshop’s attempts to homestead our common language.
Update: John Scalzi clearly feels the claim lacks merit:
I am not a lawyer, so factor that in here. That said: Games Workshop, really? You know, a simple search on the term “space marines” over at Google Books shows a crapload of prior art for “space marines” in science fiction literature, from the 1936 Amazing Tales novelette “The Space Marines and the Slavers” by Bob Olsen, to Robert Heinlein’s novel Space Cadet, to the very recent use of the term in The Sheriff of Yrnameer by Michael Reubens and So You Created a Wormhole: The Time Traveler’s Guide to Time Travel by Phil Hornshaw and Nick Hurwitch. There is no lack of evidence that the phrase “space marines” has been used rather promiscuously in science fiction literature up to this point.
To argue, as Games Workshop must, that the phrase “space marines” has a distinctive character in science fiction literature relating only to their product involves, shall we say, a certain studied ignorance of the field. Table top games? Possibly; I’m not an expert. Science fiction literature? You have got to be kidding. It’s pretty damn generic in this field, and was long before 1987, when Warhammer 40,000 was created in game form . Nor does it seem, as far as I know, that Games Workshop attempted to claim trademark on the phrase “space marine” before, despite a veritable plethora of Warhammer 40K tie-in literature using the phrase.







