Quotulatiousness

November 4, 2021

You think software is expensive now? You wouldn’t believe how expensive 1980s software was

Filed under: Business, Gaming, Technology — Tags: , , , — Nicholas @ 05:00

A couple of years ago, Rob Griffiths looked at some computer hobbyist magazines from the 1980s and had both nostalgia for the period and sticker shock from the prices asked for computer games and business software:

A friend recently sent me a link to a large collection of 1980s computing magazines — there’s some great stuff there, well worth browsing. Perusing the list, I noticed Softline, which I remember reading in our home while growing up. (I was in high school in the early 1980s.)

We were fortunate enough to have an Apple ][ in our home, and I remember reading Softline for their game reviews and ads for currently-released games.

It was those ads that caught my eye as I browsed a few issues. Consider Missile Defense, a fun semi-clone of the arcade game Missile Command. To give you a sense of what games were like at the time, here are a few screenshots from the game (All game images in this article are courtesy of MobyGames, who graciously allow use of up to 20 images without prior permission.)

Stunning graphics, aren’t they?

Not quite state of the art, but impressive for a home computer of the day. My first computer was a PC clone, and the IBM PC software market was much more heavily oriented to business applications compared to the Apple, Atari, Commodore, or other “home computers” of the day. I think the first game I got was Broderbund’s The Ancient Art of War, which I remembered at the time as being very expensive. The Wikipedia entry says:

A screenshot from the DOS version of The Ancient Art of War.
Image via Moby Games.

In 1985 Computer Gaming World praised The Ancient Art of War as a great war game, especially the ability to create custom scenarios, stating that for pre-gunpowder warfare it “should allow you to recreate most engagements”. In 1990 the magazine gave the game three out of five stars, and in 1993 two stars. Jerry Pournelle of BYTE named The Ancient Art of War his game of the month for February 1986, reporting that his sons “say (and I confirm from my own experience) is about the best strategic computer war game they’ve encountered … Highly recommended.” PC Magazine in 1988 called the game “educational and entertaining”. […] The Ancient Art of War is generally recognized as one of the first real-time strategy or real-time tactics games, a genre which became hugely popular a decade later with Dune II and Warcraft. Those later games added an element of economic management, with mining or gathering, as well as construction and base management, to the purely military.

The Ancient Art of War is cited as a classic example of a video game that uses a rock-paper-scissors design with its three combat units, archer, knight, and barbarian, as a way to balance gameplay strategies.

Back to Rob Griffiths and the sticker shock moment:

What stood out to me as I re-read this first issue wasn’t the very basic nature of the ad layout (after all, Apple hadn’t yet revolutionized page layout with the Mac and LaserWriter). No, what really stood out was the price: $29.95. While that may not sound all that high, consider that’s the cost roughly 38 years ago.

Using the Bureau of Labor Statistics’ CPI Inflation Calculator, that $29.95 in September of 1981 is equivalent to $82.45 in today’s money (i.e. an inflation factor of 2.753). Even by today’s standards, where top-tier games will spend tens of millions on development and marketing, $82.45 would be considered a very high priced game — many top-tier Xbox, PlayStation, and Mac/PC games are priced in the $50 to $60 range.

Business software — what there was of it available to the home computer market — was also proportionally much more expensive, but I found the feature list for this word processor to be more amusing: “Gives true upper/lower case text on your screen with no additional hardware support whatsoever.” Gosh!

H/T to BoingBoing for the link.

August 29, 2021

QotD: “LEEEERRRROOOYYYY JEEEEENNNNKIIIIINS!”

Filed under: Gaming, Humour, Quotations — Tags: , — Nicholas @ 01:00

Would it be confessing too much to admit that one of my generation’s formative moments happened in the massively multiplayer online role-playing game World of Warcraft?

The year was 2005, and a diverse collection of mages and warriors were about to storm a mythical castle swarming with flying dragon-like creatures, particularly deadly to their guild. Like true and proper nerds, they met beforehand to discuss their strategy, and with all the detached analysis of a corporate board discussing the latest results of a focus group convened to discuss a brand refresh.

“Christ. OK. Well what we’ll do I’ll run in first, gather up all the eggs,” the leader begins. “I will use Intimidating Shout to kind of scatter them so they don’t have to fight a whole bunch of them at once. When my shout is done, I’ll need Anthony to come in and drop his shout too so we can keep them scattered.

“We’re going to need Divine Intervention on our mages … it is a pretty good plan. We should be able to pull it off this time. What do you think, Abdul? Can you do a number crunch real quick?”

The resident numbers guy responds: “Uh, yeah, give me a second. I’m coming up 32.33 — repeating, of course — percentage of survival.”

“Ah, that’s a lot better than what we usually do …”

Then one of the guild’s resident numbnuts breaks into this dull planning.

“Thumbs up. Let’s do this.

LEEEERRRROOOYYYY JEEEEENNNNKIIIIINS.”

“Oh my God, he just ran in.”

His team dutifully follows … and proceeds to get slaughtered by the dragon things.

“Goddamnit, Leeroy. You moron.”

Whether or not the scene was staged is irrelevant. The guild, “Pals for Life”, may have died in that fight, but glory lives forever. Or, at least, meme glory does. It was a perfect encapsulation of what happens when the best-laid plans come to nothing, when life goes pear shaped, when the odds are bad so, fuck it, you storm the castle anyways.

Jen Gerson, “Alberta goes Leeroy Jenkins on Summer”, The Line, 2021-05-28.

May 20, 2021

Men Will Be Boys (1970)

Filed under: Britain, Gaming, History, Railways — Tags: , , , — Nicholas @ 02:00

British Pathé
Published 13 Apr 2014

Men will be boys. Various locations.

M/S men round lake with boats. C/U man in lake with waders with model boat. C/U another man with model boat. Man lighting boiler. C/U engine working. M/S as model of paddle boat moves through water. M/S paddle boat on water. In foreground a swan. C/U another model boat going through water. M/S pan scale model of Hitler’s yacht. M/S men playing with model cars on race track. C/U cars going round race track. C/U men’s hands on controls. C/U men looking at cars go past. L/S of cars going round race track.

L/S men playing war games with model soldiers. on large table. C/U as man moves soldiers out of line laying them on ground. M/S man moves horses forward. C/U hand placing cannon into position. C/U hand places horse troops in position. M/S lines of soldier. Hand places another in position. M/S of troops being moved.

M/S Mr Victor Martin and wife go through gate by railway crossing dressed up in their uniforms, carrying lamps etc. M/S as they make their way to their signal boxes. C/U railway notice ‘By Midland Railway’. Pa off notice to show Mr Martin approaching his signal box. M/S Martin going into signal box. M/S Mrs Martin going into signal box. C/U Mrs Martin going into signal box. C/U interior. Mr Martin hanging up his jacket inside signal box. He then sits at the controls. C/U signal controls working. C/U of Mr Martin operating signals. Camera zooms back and we see train going past him along track. C/U model train over track. C/U Mrs Martin working in her signal box.

M/S Mrs Martin working signal controls. C/U Mrs Martin. M/S showing trains going over track. C/U trains moving. Camera zooms out to show tracks . C/U trains moving. C/U looking along tunnel showing trains moving. C/U exterior. Signals working. Then camera pans to show where the trains run on an enclosed section out in the open. C/U goods train and passenger train moving. M/S Interior. Trains going over track and Mr Martin at controls.
FILM ID:2241.18

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May 16, 2021

Gambling machines have come a long way from the “one-armed bandit” days

Filed under: Books, Business, Gaming, Health, USA — Tags: , , , , — Nicholas @ 03:00

This is another reader book review for Scott Alexander’s Astral Codex Ten, looking at Addiction by Design: Machine Gambling in Las Vegas by Natasha Dow Schüll. I’m incredibly risk-averse, so I’ve never even set foot in a casino, but from this review I do not regret my aversion one tiny little bit:

“Hiking the Las Vegas casinos” by davduf is licensed under CC BY-ND 2.0

    Sometimes employees at Netflix think, “Oh my god, we’re competing with FX, HBO, or Amazon” … [W]e actually compete with sleep.

    Reed Hastings

Randomness is addictive, in rats. B. F. Skinner learned that when he created his eponymous rat boxes. The boxes had levers that, when pressed, dispensed food pellets. Rats in boxes where one press resulted in one pellet pressed the lever when hungry. But rats in boxes where one press randomly resulted in no, one, or many pellets, became addicted to pressing the lever. That mammalian attraction to randomness lies at the heart of all gambling.

But machine gambling is not like other kinds of gambling. The book overflows with metaphors straining to describe how machine gambling is the supercharged version of table games like poker, blackjack, and roulette. Machine gambling is deforestation ruining the rainforest of diverse table games. Machines are invasive kudzu outcompeting and killing the native table games. Machine gambling is the crack cocaine to table games’ cocaine.

In about two decades, machine gambling went from being a side attraction to keep wives busy while their husbands played table games to the source of 85% of casino profits. You know how shopping malls have benches for husbands to sit on while their wives shop in stores? Imagine that those benches became the mall. (If you’re reading this in 2025, shopping malls were, uh, a collection of permanent pop-up stores under the same roof.)

The first time I went to Vegas, I knew a few tricks casinos would use to encourage me to gamble too much. I knew the hotel rooms were purposefully cheap, to entice me to visit Vegas. I knew casinos would have neither windows nor clocks, to help me lose my sense of time. I knew they would be full of bright lights and loud sounds, to overstimulate me. I knew nothing. Those tricks are old hat, as quaint as doilies. Machine gambling is a brave new world.

Machine gambling comes in the form of many games, but one example is enough to illustrate the pattern, so let’s discuss slot machines. Slot machines are games with reels with a variety of symbols on them, like cherries, diamonds, or the number 7. (Fun fact: fruit symbols were initially used on slot machines during the prohibition era to disguise them as gum vending machines.) The game is simple. The player spins the reels. If they land to show symbols in a row, the player wins. Because of their simplicity, these machines are favored by new gamblers and tourists.

Back when Moore’s Law was just Moore’s Prediction, slot machines were mechanical devices. The player would pull on a mechanical lever, which caused reels to spin. The reels would eventually slow down and then stop. The symbols in the middle of the screen when the reels stopped dictated whether the player won or lost.

Now, slot machines are digital. The lever, the reels, the symbols — they are all ones and zeros untethered from reality. This gives machine designers a terrifying amount of flexibility. They can optimize the game to maximize its addictivity.

May 15, 2021

Baelin’s Route review, a discussion on why Viva La Dirt League’s Baelin’s Route is such a great story

Filed under: Gaming, Humour, Media — Tags: , , , — Nicholas @ 04:00

Writers Block
Published 10 May 2021

In this video we will discuss why Viva La Dirt League’s movie Baelin’s Route is such a masterpiece of story telling.

Viva La Dirt League — Baelin’s Route https://www.youtube.com/watch?v=PEe-Z…

May 10, 2021

Baelin’s Route – An Epic NPC Man Adventure

Filed under: Gaming, Humour, Media — Tags: , , — Nicholas @ 04:00

Viva La Dirt League
Published 9 May 2021

Baelin (Rowan Bettjeman), a simple background NPC in the video game Skycraft has been walking the same route for as long as he can remember. However, his peaceful (and mindless) routine is violently shaken as a short-tempered Adventurer (Ben Van Lier) drags him off his path and into a dangerous quest to escort a mysterious NPC girl named Willow (Phoenix Cross) across the harsh world of Azerim.

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From the comments:

Young Dad Gaming
36 minutes ago
Okay, I know people keep talking about how good the choreography is … and we need to discuss that a little further. That was almost a full minute of a single take of a fight scene from guys who make comedy videos. That in itself is impressive and should be lauded as one of the best action scenes on YouTube.

February 27, 2021

Overwhelming video game tutorials – Combat Tips

Filed under: Gaming, Humour — Tags: , — Nicholas @ 02:00

Viva La Dirt League
Published 25 Nov 2020

When a game tries to give you all the tutorials at once

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February 16, 2021

QotD: Homo electronicus and the falling murder rate

Filed under: Gaming, Health, Media, Quotations, USA — Tags: , , , , , — Nicholas @ 01:00

It should be clear to even the dullest social observer that human software has well and truly outstripped our hardware. We’re not built for the world we’ve built. This has been happening for a long time, of course, but it has really taken off recently. Note how hard it is not to watch tv, for instance. Even if you don’t have one in your home, go to a bar, an airport, hell, go to the grocery store — there are blinking screens everywhere, and it takes serious effort not to watch them. Our hardware interprets bright flashing things as a threat — can’t be helped. If you’ve been away from civilization for a few days, like I was recently, you’ll experience fatigue, even nausea when you first come back into town. The low-level-but-constant effort it takes to override your hardware when surrounded by blinking screens wears you out.

If you don’t feel like going all Thoreau, you can test the effect by simply writing your comments to this post out longhand, and then waiting an hour before typing them up. I bet you’ll find it mildly annoying no matter what, but if you’ve really got some thoughts on this matter, by then end of the hour you’ll be something close to furious. You’ve been rewired, comrade. You’re homo electronicus. We all are.

This stuff is recent — really recent. There was a limit to how screen-addled even the infamous “latchkey kids” of the 1980s could be. I had “latchkey kid” buddies, and although we had everything we needed to veg out in front of the tube in the very best Gen Z style — video games, sugary snacks, cable — we couldn’t sit and play Atari all day. I don’t mean that we didn’t; we were no smarter than any other boys; we sure as hell didn’t do anything for our health. I mean we couldn’t. Playing video games gave us ants in the pants — my Mom always knew when I’d been over at Steve’s — and eventually it got to the point where we had to put the joystick down and go throw around a football or something.

These days, the inability to play Nintendo for hours on end means you’ve got ADHD. Pass the Ritalin.

Three things made homo electronicus:

  1. modern medicine
  2. instant communications
  3. permanent caloric surplus.

Ritalin is actually one of the more benign examples. Back in the days when we were allowed to notice such things, a certain kind of social critic pointed out that falling murder rates have very little to do with crime reduction. Instead, it’s almost all attributable to advances in emergency medicine. It’s much tougher for Shitavious to kill D’L’eondrae over a pair of sneakers these days. The ER docs patch the victim up, and so what would’ve been murder one is now mere ADW, which means — Soros-funded DAs being what they are — both victim and perp are soon back on the streets, ready for round two. This idiot rapper, for instance, survived being shot nine times. That’s not nine separate shootings, mind you, that’s nine slugs in one incident. Granted the slipshod motherfuckers who capped him need to work on their aim, but surviving even nine flesh wounds from modern firearms is one hell of a testimony to the power of modern medicine …

… a power that does not, I suggest, conduce to positive eugenic outcomes.

Severian, “Recent Evolution”, Rotten Chestnuts, 2020-09-28.

January 28, 2021

GameStop in a very different kind of game

In the NP Platformed newsletter, Colby Cosh looks at the fascinating gyrations of GameStop’s share price in the grip of an unexpected group of players in the market:

“GameStop” by JeepersMedia is licensed under CC BY 2.0

GameStop has long been seen by institutional investors as following down the road of Blockbuster Video: it’s a bricks-and-mortar retailer whose main product is downloadable from your sofa. For that reason, it is heavily shorted by professional funds who normally eschew short-selling, which does have the risky feature of potentially infinite negative downside.

Enter Reddit, the website for special-interest user forums of all kinds. A Reddit “Wall Street bets” board uncovered evidence in regulatory filings that some hedge funds had legitimately dangerous large short positions representing bets against GameStop’s flaccid share price. A few hobby investors began to buy GameStop out of a sense of adventure and perhaps nostalgic loyalty. More importantly, they began to preach the gospel to others.

This is explicit “market manipulation,” but done in the open; it is surely as legal as any other conversation. GameStop’s price (NYSE symbol: GME) surged upward as word spread amongst day traders and other amateur investors. And as the random-looking rise in price got noticed, the whole scheme, itself rather reminiscent of a video game, went viral.

As of Jan. 12, GME was below $20, which is about where most analysts thought it belonged on merit, or lack thereof. The price as I type this particular sentence is $328.81. The backs of some funds with heavy short positions have been broken.

High finance seems somewhat terrified, as amateur investing websites — ones pioneered by the financial industry itself — begin to throw roadblocks in front of late-arriving GME buyers. For itself, Wall Street will invest billions replacing copper wire with fiber optics to gain microsecond arbitrage advantages in the market; for you and I, the good old portfolio can get conveniently 404ed for an afternoon.

This suggests that Wall Street may not have reckoned with the full possibilities of a world of proletarian shareholders. The stock market has proverbially been a playground of “animal spirits” since long before John Maynard Keynes used that phrase in 1936. What happens to an ecosystem when new animals show up? One can surely count on at least a minimum of chaos; maybe the surprise is that it took so long to take this game-like, combative form.

December 23, 2020

No, Console Scalpers Aren’t Ruining Christmas

Filed under: Business, Economics, Gaming, Media — Tags: , , , — Nicholas @ 04:00

Foundation for Economic Education
Published 22 Dec 2020

Support Out of Frame on Patreon: https://www.patreon.com/OutofFrameShow

Check out our podcast, Out of Frame: Behind the Scenes: https://www.youtube.com/channel/UCiS5…

As we enter peak holiday season, most people have their shopping done by now, but as always, many are scrambling last-minute for their purchases. And if you aren’t one of those early-birds fortunate enough to procure a PS5 or Xbox Series X, you can guarantee that you won’t be able to find one unless you’re willing to pay $1,200 to a scalper.

Many are understandably frustrated. How is it fair for people to buy up the consoles at $500 and sell for nearly double or triple the cost? “There ought to be a law” against that kind of thing — right?

Well, in short, there’s nothing wrong with scalping — and a few economic lessons will help explain why.

Scarcity is real and so is time-preference. Scalpers (and even bots) show that demand for some goods is so high that people are willing to pay several times the list price — which could provide a lot of information to Sony and Microsoft on how many consoles to produce and in what parts of the world. They could factor that information into the future, so there would be less problems with availability, but most retailers make this information exchange impossible.

______________________________
CREDITS:

Produced by Sean W. Malone
Written by Jen Maffessanti & Sean W. Malone
Edited by Paul Nelson
Asst. Edited by Jason Reinhardt

August 28, 2020

National “cheater density” for popular online games

Filed under: Business, China, Gaming, Technology — Tags: , — Nicholas @ 05:00

Richard Currie summarizes the findings of Ruby Fortune’s cheater research (note that there’s no data on China because reasons):

Ever torn your keyboard from the desk and flung it across the room, vowing to find the “scrub cheater” who ended your run of video-gaming success? Uh, yeah, us neither, but a study into the crooked practice might help narrow down the hypothetical search.

The research, carried out by casino games outfit Ruby Fortune, has produced a global heatmap of supposed cheater density.

According to the website, this was done by analysing “search trend and search volume data to reveal where in the world is most likely to cheat while playing online multiplayer video games”. The report looks at the frequency of search engine queries for the most-played video games and measures them against searches for related cheat codes, hacks and bots, to show which country has the highest density of cheaters, and which cheat categories are the most popular in each location.

[…]

There is a massive hole in the data, however, thanks to the Great Firewall of China, which has a terrible reputation for ruining the experience of online games.

If there was any doubt that the Middle Kingdom would otherwise take Brazil’s crown, consider that Dell once advertised a laptop for the market by saying it was especially good for running PUBG plugins to “win more at Chicken Dinner”, a reference to the “Winner winner chicken dinner” message that comes up on a victory screen.

Data from the Battle Royale granddad’s anti-cheat tech provider, BattlEye, has also suggested that at one point 99 per cent of banned cheaters were from China.

May 12, 2020

QotD: A jaundiced view of science fiction conventions

Filed under: Gaming, Media, Quotations — Tags: , , — Nicholas @ 01:00

When I went to my first science fiction convention […] I noticed a couple of things.

The first was that nobody at these gatherings, at least as far as I could tell, actually read science fiction, or much of anything else.

There were plenty of board gamers. (This was long before computer gaming or even Dungeons and Dragons; the hottest item on CRT was Pong, or early versions of Star Trek eating up mainframe time across the country.) There were plenty of self-proclaimed artists of one kind or another, and hordes of kids — of all ages — who loved to dress up in costumes.

Another thing I noticed was that these conventions, or “cons” as they were called, seemed to be the only social life most of their attendees had, a sort of portable soap opera migrating from city to city throughout the year. The atmosphere was heavy with prehistoric rivalries and hatreds, grudges and vendettas, sometimes going back decades.

Actually, the first thing I noticed — although I was too polite to put it first here — was that the vast bulk (and I use the term advisedly) of female attendees could have used a carload of deodorant and long-term memberships in Weight Watchers. Which, of course, was why events like these were the only social life they had. Nobody else wanted them hanging around.

L. Neil Smith, “The Security Syndrome”, The Libertarian Enterprise, 2005-01-15

January 20, 2020

Gaming India’s colonial and post-colonial history

Filed under: Britain, Gaming, History, India — Tags: , , , , , — Nicholas @ 05:00

In Quillette, Jonathan Kay looks at two wargames that deal with different aspects of Indian history:

… the peoples whom Europeans encountered in the Americas were skilled and inventive combatants who often put white men to flight (or worse) despite their enormous disadvantage in technology and (ultimately) manpower. In many cases, First Nations (as we now call them in Canada) fought fiercely with one another, too, and had well-developed military traditions that Europeans variously feared, admired and adopted. And they would make fitting protagonists for any modern boardgame designer willing to reject the current fashion of presenting indigenous peoples as holy elves of the forest.

What would such a game look like? A good example comes to us in the form of GMT Games’ 2019 release, Gandhi: The Decolonization of British India. This is the latest entry in GMT’s COIN series, which is designed to model guerrilla wars and other unconventional conflicts through the use of cards that represent historical events. As in other games of the genre, such as Fire in the Lake (Vietnam), People Power (Insurgency in the Philippines, 1983-1986) and Colonial Twilight (The French-Algerian War, 1954-62), the game doesn’t present a simple narrative of good versus evil, but a more complex narrative in which all sides have at least some ulterior motives that are at odds with their official propaganda. In Gandhi, there are four players, one each controlling the Raj, the Indian National Congress, the Muslim League and the “Revolutionaries.” The latter three all share the goal of some kind of national independence, but each pursues its own (often mutually antagonistic) methods, with the Revolutionaries using violence to undercut the more pacifistic Congress, and the Muslim League playing off Congress, the Revolutionaries and the Raj in order to protect the interests of the country’s Islamic minority. (Historians of Canada would note that diplomacy and warfare with and among First Nations often was similarly complex.)

The game is unpredictable and complex, since each player will pursue different strategies in the country’s many different zones, making and breaking de facto partnerships depending on the circumstances. Amid all of this gaming chaos, the moral logic of decolonization remains a central theme of the game. But by the end of things, you realize that the ejection of the British from India was a big and messy project, as history typically is. While Spirit Island was created with the goal of mainlining anti-colonialism directly into the boardgame experience, Gandhi gets to the same theme obliquely by way of amoral realism, doing a better job pedagogically in the process.

A key aspect of Gandhi is that the Raj has agency: It is not reduced to the status of automaton-villain, as in Spirit Island. But there are limitations to the imaginative ecosystem that players inhabit: Every one of the four players has to take on their assigned role without questioning their underlying, game-dictated objective — including the Raj player, who must, start to finish, exert himself in defence of a colonial project that now is widely viewed as being on the wrong side of history. The other three factions likewise remain prisoners of their parochial regional, religious and doctrinal differences, which, historically, would contribute to millions of deaths in the chaos that accompanied the British exit.

Which brings me to the fourth and final colonialism-themed game I will discuss: the acclaimed 2017 release John Company, by Indiana-based designer Cole Wehrle. In theory, John Company is also a game about British colonialism in India. But here’s the rub: The players all act as competing factions within the commercial innards of John Company (a nickname for the British East India Company). On one hand, the players have a co-operative goal — to keep the company afloat as it manages the enormous expense of creating and operating a colonial apparatus on the subcontinent. But I can attest that far more of players’ mental energy goes into fighting each other for the spoils of war and trade. Indeed, much of the game consists of exchanging favours and bribes among players, as each attempts to leverage positions of power within the company to extract revenues, plunder and positions of influence.

As the game progresses, you notice, almost as an afterthought, that great things are afoot within India: New trade routes are created, military battles are fought, whole regions go into revolt and are pacified, with many (fictional) lives hanging in the balance. But as a player, you barely notice any of this — except to the narrow extent these events can be exploited as a source of wealth, since the way you win the game is by accumulating enough cash and baubles to retire your functionaries into gilded clubs and country houses back in England.

And what of the actual Indians who lived and died under the Raj? They don’t appear at all in the game, for John Company‘s real play arc exists within the corrupt solipsism of intra-corporate deal-making. Which sounds horrifyingly amoral. But when the game’s over, you realize: That’s the whole point. The colonialists who ran India — like those who came to North America and every other place on the map, from South America to the Belgian Congo to China — typically weren’t motivated by a desire to destroy and subjugate. They were out to make a buck, either as lone freelancers in a canoe, or bureaucrats pulling levers within some gigantic corporate behemoth. The horrifying, often genocidal murder and mayhem was a by-product of greed. Which doesn’t make it better. But it does make the narrative more comprehensible in regard to governing our future behaviour as human societies — since we all are vulnerable to spasms of greed, while true evil for its own sake is a rare thing.

Games teach you about the forces of history not by listing a set of facts for you to memorize, but by creating a rules system that effectively pushes you to act in a certain way — whether as a colonialist, revolutionary or deity. If the game is well-designed, then those actions make a certain kind of internal sense. That dark logic is what stays with you — as an explanation of why people acted a certain way at a certain time. It’s always easy to judge historical figures. It’s harder, but ultimately more interesting and valuable, to understand them.

December 26, 2019

Top 12 Fictional Pseudo-Christmases

Overly Sarcastic Productions
Published 24 Dec 2019

Happy holidays, one and all – even those of us from fictional universes where Christmas isn’t celebrated! Let’s celebrate by comparing twelve fictional Definitely Not Christmases and ranking them from lamest to best!

Our content is intended for teenage audiences and up.

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September 8, 2019

How Did War Become a Game?

Filed under: Gaming, Germany, History, Military — Tags: , , , — Nicholas @ 02:00

Invicta
Published on 28 Jun 2019

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In this video we continue to take a look at the history of Kriegsspiel and explore the early days of wargaming that eventually gave rise to modern table top games such as Warhammer and Dungeons & Dragons.

Research: Jon Peterson
Script: Invicta
Narration: Invicta
Artwork: Gabriel Cassata
Editing: Invicta

Bibliography
Playing at the World by Jon Peterson
Debugging Game History: A Critical Lexicon by Henry Lowood
War Games: A History of War on Paper by Philipp von Hilgers
Pluie de Balles – Complex Wargames In the Classroom by Jorit Wintjes and, Steffen Pielstrom

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