Showing posts with label News. Show all posts
Showing posts with label News. Show all posts

Wednesday, March 7, 2012

God and the Machine

Two and a half years ago, I began blogging here in order to create a space where I could write about all kinds of games, any time I want, however I want. Since then, I've built a small but loyal audience interested in the same thing, and I thank you for staying with me as I adjust to changing demands brought on, first, by my return to graduate school, and then by various family illnesses.

In case you're wondering: no, I'm not closing down State of Play. Posting will continue to be lean until I find some balance among everything I need to do, and while I work to get a new project up and running. But I will continue to make this a place for my game coverage.

That new project is also a blog. It's called God and the Machine, and it's hosted at Patheos, a portal dedicated to intelligent discussions about the entire sweep of religious issues. My contribution covers "Technology, Culture, and Catholicism," which is a pretty broad mandate. The official launch was Monday, and I've already posted on subjects ranging from the HHS contraception mandate to the LulzSec arrests.

I've always made clear on these pages that I'm politically conservative (not Republican) and Catholic, but since it's a game site, I never have (and never will) make that the thrust of my posts here. That will not be the case at God and the Machine, which will tackle more controversial issues. While I've always made an effort to keep State of Play a family friendly site, particularly since I know I have young readers, those limitations can't apply to God and the Machine simply because of the nature of the subject matter.

If you'd like to follow my posts on this subject, please follow me at the Twitter account @ThomasLMcDonald, or on Facebook. The Twitter account for @StateofPlayBlog will remain focused on games and pure tech. 

Friday, January 13, 2012

January 18th: Stop SOPA Day

Minecraft has become the latest site pledging to go dark for 24 hours on January 18th in protest against the Stop Online Piracy Act (SOPA) & Protect IP Act (PIPA) currently making their way through the US legislature. Notch tweeted the following message a few hours ago:
Decided. We'll silently take down http://minecraft.net and http://mojang.com on the 18th in protest of SOPA.
A number of sites are planning to shut down in order to protest the new law, which is supposedly designed to thwart copyright violations and pirating. Similar hairbrained schemes crop up now and then and need to be smacked back down with great force, Whack-a-Mole-style.

I have little confidence in our government's ability to do almost anything right that doesn't involve really cool weapons, and the idea of opening the technological infrastructure of the entire internet to their meddling is sheer madness. Standford Law Review has a good summary of the problems with the law, and the Wiki entry also fills in some details. SOPA/PIPA is yet another bone thrown to the toxic mix of trial lawyers, lobbyists, and media conglomerates, and will only serve to cripple the continued growth of the internet and stifle free speech. 
 

Thursday, January 12, 2012

Xbox Workers Threaten Suicide in China

It doesn't seem like the most effective way to keep your job, but the subtleties of Chinese labor negotiations are lost on my Western Imperialist mind.
Dozens of workers assembling Xbox video game consoles climbed to a factory dormitory roof, and some threatened to jump to their deaths, in a dispute over job transfers that was defused but highlights growing labor unrest as China's economy slows.
The dispute was set off after contract manufacturer Foxconn Technology Group announced it would close the assembly line for Microsoft Corp.'s Xbox 360 models at its plant in the central city of Wuhan and transfer the workers to other jobs, workers and Foxconn said Thursday.
Also of note: the writing at Associated Press (and, frankly, all mainstream journalism) just keeps getting worse and worse. I wrote better than this for my high-school newspaper: "The site previously had a couple of suicides or attempted ones a couple years back, prompting the government to take over the operations of the dormitories, said Wang, the equipment engineer."

Tuesday, January 10, 2012

Strange Stories of an Accused Spy

Amir Hekmati
On Monday, January 9th, Iran's Revolutionary Court found 29-year-old Amir Hekmati "Corrupt on Earth and Mohareb,” and sentenced him to death as a US spy. (“Mohareb” is legal term identifying a defendant as someone who is waging war against God, or God and the State.) The verdict against Hekmati, a US citizen, is creating an international incident, but the story Hekmati tells in his “confession” is a strange tale of the CIA using games to influence popular opinion.

Amir Hekmati was born in Arizona to Iranian parents, and graduated from high school in Michigan. In his confession, he claims to have entered the US military in 2001, where he was trained and deployed as an interpreter because of his familiarity with the Farsi language. The US military regularly uses Iranian-Americans as translators in Afghanistan because Farsi is spoken in both countries.

After serving in Iraq for several months (the confession claims), Hekmati went to work for the Defense Advanced Research Projects Agency. DARPA is a super-secret group that is described, on their publicly-available website, as being established in 1958 “to prevent strategic surprise from negatively impacting U.S. national security and create strategic surprise for U.S. adversaries by maintaining the technological superiority of the U.S. military.” DARPA is, essentially, a high-tech R&D contractor for the US Department of Defense.

Now, here’s where things get weird. In the interest of just reporting the facts as stated, this is what Hekmati said in a confession broadcast on Iranian state television and obtained, we are certain, without any coercion, threats, or use physical force:

“After DARPA, I was recruited by Kuma Games Company, a computer games company which received money from CIA to design and make special films and computer games to change the public opinion’s mindset in the Middle East and distribute them among Middle East residents free of charge. The goal of Kuma Games was to convince the people of the world and Iraq that what the US does in Iraq and other countries is good and acceptable. The head of Kuma called me and said I have received your resume from DARPA, and we have a program in which you can help us. It [Kuma] was also a cover for the CIA and only the chief of company knows that you're working with the agency.”

Hekmati’s father, Ali, a professor of microbiology at Mitt College in Flint, Michigan, contradicts this version of events. He told the UK Telegraph that his son was in Iran visiting his grandparents. "He is not a spy. It's a whole bunch of lies on my good son. They have lied about any American ... captured in Iran for visiting or tourism, or for any other reason. The first two weeks went without incident. The third week in Tehran, some people visited him and took him away. Nobody heard from him in the next three months."

Kuma Reality Games was founded in 2004, and is based in New York. They are best known for a series of poorly-regarded downloadable military first-person shooters, often with a “ripped from the headlines” premise. Users can download new episodes containing missions such as the capture and killing of Osama bin Laden. They’re also responsible for Dinohunters, a game of almost sublime awfulness. One of their few innovations is the use of sponsored advertising in free games.

Some of Kuma’s shooters may well be intended for the military, which often uses software for recruitment and training purposes. In 2006, Keith Halper, the head of Kuma, admitted to Kotaku.com that Kuma created training simulations for the US Army.
Dionohunters (Kuma Games) was created by the CIA
to convince Iranians that the US has an elite force of
dinosaurs on flying scooters equipped with machine guns.

Kuma also releases a steady stream of machinima, which are short films created using game engines. Some of these are just silly or promotional, while others depict military operations. The tone of the military shooters is sober and undeniably pro-American, with coalition soldiers shown taking down terrorist targets or conducting important military operations. It’s not particularly hard to see it as a coordinated propaganda effort, but it’s also not hard to see it as yet another military shooter with a Western/American point of view. Aside from its use of contemporary missions, nothing about Kuma’s work stands out one way or another.

The uniquely peculiar part about the “trial” of Hekmati is that the main charge against him was not for his work—real or not—with Kuma, but for working in Iran as a CIA spy. He was allegedly ordered to give Iranian Intelligence good information in order to get their trust, and then to start providing them with misinformation. He was allegedly captured before he could begin this alleged mission.

Of course, this version of events would ask us to believe that Hekmati’s employment at a company producing widely-available pro-American propaganda was merely cover for his role as a CIA agent, which would be a rather curious way of approaching a covert operation.

Although Iranian death sentences are usually carried out quickly and brutally, it’s more likely than Hekmati will be kept alive and used as a pawn in the ongoing geopolitical struggle between Iran and the West. 

Written for Games Magazine

Thursday, January 5, 2012

Welcome to a New Year of Gaming

Good Lord, has it been a month already? These festive seasons sure do take their toll. Between finishing a semester in graduate school, work, and fending off an evil, soul-sucking mortgage company, it's been all I can do to get from dawn to dusk with my usual 3 hour nap and 2 hour martini break in between.

Seriously, though, I've been going through almost stratospheric levels of stress lately, and it's taken a toll on my writing, my health, and my sanity (which some would claim was already pretty fragile)(and by "some" I mean mostly my mother). It's also cut deeply into the extra gaming time, which is what (in theory) makes State of Play more than just a repository for my print writing. Board and card game play has fallen off a cliff, and it's all I can do to write for work while still leaving time to live a full and happy life as a High Elf Werewolf Companion Archmage Thief Legionnaire with two houses, a wife, a couple of housecarls, some daedra, and a horse with a unquenchable desire to charge into every dragon encounter and promptly get either barbecued, frozen, or eaten.

(I've been through 6 horses, and my daughter is running out of chocolate-themed names to give them. We've had Chocolate, Hershey, Snickers, Musketeer (he lasted about an hour--tried to stomp a bear to death--failed), Reeses, and M&M, and I'm afraid I'm about to wind up with M&M With Peanuts, which is just all kinds of wrong.  Why the chocolate names? Because Bethesda, which has populated Skyrim with hundreds of unique creatures, seems incapable of making a horse in any color but "brown", and I sold naming rights to my horses to a 10-year-old girl in exchange for leftover Halloween candy.)

So am I abandoning State of Play? Nope. I'm still here. Just slowing down while life kind of reforms around me. I'm increasing my school schedule and my non-game writing, and still working my way through the insanely ill-conceived and horribly implemented HAMP process. That means posting will be intermittent, but I've put down a fairly solid footprint here and don't intend to abandon it. 

And I'm looking forward to a new year of gaming. I have a stack of good stuff waiting for the table, and the electronic platforms have been an absurdly rich banquet of high-quality titles. I'm about to post my review of the most high-qualityist of them all right after this, so stay tuned.

Saturday, November 26, 2011

The Lewis Chessmen in New York

The Metropolitan Museum of Art is hosting the Lewis Chessmen until April 22, 2012. Thirty of the 78 pieces will be on display in the Romanesque Hall at the Cloisters. It's rare for such a large chunk of the collection to appear outside of the UK.

The Lewis Chessmen are the most significant game pieces ever discovered. They almost certainly were made in Norway in the 12 century, and then shipped west for sale to the upper classes of the British Isles. Carved from walrus tusks, their beautiful craftsmanship and unusual designs have captivated people since their discovery in 1831 on the Isle of Lewis, Scotland. 

The figures were part of a hoard buried in the sand, and including pieces from at least 5 chess sets, pieces for the game of Tables, and a buckle. This Salon story plays up the "mystery" angle, but there really isn't anything mysterious about them. Beautiful? Impressive? Important? Yes. But there's no real need to turn it into a mystery story. The Baghdad Battery is mysterious. The Lewis Chessmen were cargo retrieved from a shipwreck, and perhaps buried with plans for later retrieval. All the other stories are purely for the tourists. 

My personal favorite has always been the berserker biting his shield (a Rook, shown above), his eyes wide with lunatic rage in the full fever of a battle frenzy. The pieces are the rarest kind of game art, mixing humor, pathos, stateliness, satire, and perhaps even political commentary. (This doesn't look like the image of a King which a king would endorse.)  

Then, of course, there's the Queen (shown at right). She's not sure why you just did what you did, but she's really disappointed with you.

We'll never know the name of their craftsman, now dead and forgotten nine centuries ago, but he was an artist of the first order. Get to the Met and see for yourself. It's a rare opportunity.

H/T: Thanks to the Accordeonaire extraordinaire Gary Chapin for the tip.






Monday, November 21, 2011

Draw a Stickman

Your Monday morning time-waster is this charming little slice of interactive animation.


Wednesday, October 26, 2011

National Gaming Day Is...

... November 12th. The American Library Association is promoting a day of gaming at more than 1100 libraries across the country. Sponsor FamilyAndPartyGames.com is donating 3,000 copies of Loaded Questions, Awkward Family Photos, The Greatest Day Ever Game, and Loaded Questions Junior for the event. Various libraries will host board games, video games, and RPGs. Check the site to see if your library is participating. 

Wednesday, September 21, 2011

Mad Science Fold-ins

This is a draft of a story I'm working on for Games.

There are things artificial intelligence just can’t do, and protein folding is one of them. That’s why Fold.it and other resources are drawing on the puzzle-solving skills of a network of gamers to solve complex problems in protein folding. It’s an approach that is finally yielding its first concrete results.

To understand the nature of this challenge you need to understand a bit of biology. Proteins perform the vital tasks necessary for any living object, be it a human being or a plant. They carry oxygen, transport nutrients, power muscles, and speed up chemical reactions. They do all the work that keep organisms alive and functioning.

Each protein is a chain of linked amino acids. There are twenty different kinds of amino acid, with each defined by its particular combination and arrangement of carbon, hydrogen, sulfur, nitrogen, and oxygen atoms. These atoms come together in an unbranching chain to create a protein. Each main chain functions like a backbone, while each amino acid also has some dangling atoms, which form side chains.

These chains don’t like to just hang about in a single line. They tend to compress into a blob through a process of “folding.” The aminos for each different type of protein fold into the exact same configuration every time. Some amino acids are kept on the inside of the folded protein, while others remain on the outside. Some amino acids need to be near a particular type of amino, while others need to be kept apart. Each protein assumes the most efficient folded shape possible. When proteins fail to form correctly they can’t do their job, resulting in diseases like cancer, Alzheimer’s, and HIV/AIDS.

Proteins can assume incredibly complex structures. A simple one may have a chain of a hundred amino acids, while a complex one may have a thousand. Each amino has to find its place in a correctly-folded chain in order to work. Untangling this knot has proven difficult for computers. Folded proteins are three-dimensional objects, and the number of potential variables is so high that computers are simply inefficient or ineffective.

Humans, however, have an innate, almost mysterious, intuition for pattern recognition and puzzle solving. A computer can only run through every variable, evaluate them all, and try to choose the best one. Puzzle-solving humans don’t do this. We don’t run through every possible version of a puzzle to solve it. We use observation, deduction, intuition, and spatial reasoning skills to evaluate the puzzle, then attempt to find the solution. It’s a vastly more efficient method of problem solving.

The University of Washington’s Center for Game Science decided to tap that power by creating Fold.it, a free game that challenges people to fold protein chains into the most efficient possible shapes. The game begins as a serious of tutorials to introduce the tools and the concepts for protein folding. Each puzzle consists of a 3D representation of a known protein.

The goal is threefold. First, you need pack the protein folds as tightly as possible to eliminate any gaps. Some aminos need to be touching water (hydrophilic) and some need to be protected from water by other aminos (hydrophobic). Thus, the second goal is to place the hydrophilic/hydrophobic aminos in their proper place. Finally, you need to eliminate the “clashes,” which are the places where aminos occupy the same space, or are merely too close together.

The first goal of Fold.it was to see if humans could properly solve protein folding problems. The proof-of-concept trials went well, so Fold.it presented puzzles that were challenging the current automated folding software. People could compete, alone or in teams, for “high scores” by folding proteins in the most efficient manner.

Fold.it had its genesis as an experiment in distributed computing, with people volunteering their computers to aid in the complex calculations needed for protein modeling. The participants would see a screen saver that showed the progress of the automated models, but those watching the screen quickly noticed that the automated modeling was not efficient. That’s when the team created Fold.it to allow people to modify the protein models themselves.

The breakthrough came when the gamers were presented with the Mason-Pfizer monkey virus (M-PMV) retroviral protein, which cause a form of simian AIDS. In an article in the journal Nature Structural & Molecular Biology, the Fold.it team observed that “retroviral proteases (PRs) have critical roles in viral maturation and proliferation and are the focus of intensive antiretroviral drug development work.” Various software models were unable to resolve the structure of the M-PMV retroviral protease. Gamers were provided with a variety of unsatisfactory M-PMV PR models, and then challenged to create a better one. Scientists had been struggling with the structure of this protein for over ten years. When the models were made available on Fold.it, a group of gamers on three continents were able to collaborate and solve the problem in a matter of days.

With the input of human problem-solving, the software modeling suddenly improved. After 600 gamers on 41 teams submitted 1.25 million solutions, the team was able to narrow the field down to 5000 by comparing the models against x-ray data. One team, “The Contendors,” submitted a model that aligned perfectly with this data, and the Fold.it team knew they’d cracked the code.

As the authors write in their Nature article, “The critical role of Foldit players in the solution of the M-PMV PR structure shows the power of online games to channel human intuition and three-dimensional pattern-matching skills to solve challenging scientific problems. Although much attention has recently been given to the potential of crowdsourcing and game playing, this is the first instance that we are aware of in which online gamers solved a longstanding scientific problem. These results indi­cate the potential for integrating video games into the real-world scientific process: the ingenuity of game players is a formidable force that, if properly directed, can be used to solve a wide range of scientific problems.”

And thus the Fold.it experiment continues. You can join the process as http://fold.it.

A Couple of My CNS Stories

As I've mentioned, I'm now contributing to a new game review/news department for Catholic News Service (CNS), a wire service with several hundred outlets. Mt first two pieces are on the wires now.

The first one is merely a general survey of video and computer games, and is meant to introduce readers to the new service.

The second is a recap of the important Supreme Court decision which struck down a ban on sales of violent games to minors. So far it's only up on a few sites. Both should start appearing in newspapers and magazines over the next few weeks.


Wednesday, September 7, 2011

Still Alive

I didn't intend to take such a long break, but wrapping up the December issue of Games took longer than expected. After that, I had to make up all the work I'd put off, finish one class and start another, get through Hurricane Irene, get the kids ready to go back to school, and organize my collection of pogs by color, value, and date. (Okay, so I made that last one up.) I'm helping start a new game review service for the Catholic News Service, which is kind of like the Associated Press of the Church. Extra work is good, but it will leave a little less time for blogging until I get the work load balanced.

I'll be slow getting back to blogging, because the financial crunch at Casa McD is at critical mass. If you are so inclined, using my Amazon or donation link in the sidebar will be a huge help. Donations help me do extravagant things like keeping the bank from foreclosing on my house and buying food.

I've managed to get a fair deal of gaming in, and I've been spending a great deal of time with Deus Ex: Human Revolution for a review. One word: awesome.



Wednesday, August 17, 2011

Couple Sells Children to Play Online Games

Sadly, this comes as no surprise in a society that values human life so little, but it's still disturbing:
A young Chinese couple has sold all three of their children in exchange for money to play online games at Internet cafes, reports a southern Chinese newspaper.
According to Sanxiang City News, the couple met in an Internet cafe back in 2007 and bonded over their obsession with online video games. A year later, the parents -- who are both under 21 -- welcomed their first child, a son. Days after his birth, they left him home alone while they went to play online games at an Internet cafe 30 km away.

Tuesday, August 16, 2011

Life Imitates Bioshock

I'm still working on the big issue, but I had to share this eerie story about an Objectivist billionaire attempting to build floating libertarian utopias.

Peter Thiel, founder of PayPal "has been a big backer of the Seasteading Institute, which seeks to build sovereign nations on oil rig-like platforms to occupy waters beyond the reach of law-of-the-sea treaties. The idea is for these countries to start from scratch--free from the laws, regulations, and moral codes of any existing place."

What could possibly go wrong?

Yesterday's outrageous plot for Bioshock is tomorrow's reality. I wonder if they'll call it "Rapture."

H/T Sean Dailey (check out his awesome magazine, Gilbert)

Friday, August 12, 2011

Jonathan Stark's Social Experiment

This isn't about games, but it's a good story that's certainly going viral. App developer and author Jonathan Stark has made his Starbuck's card publicly available. Here it is:

Just save the picture to your phone, run it under the barcode scanner, and if there's any money in the account, then someone else has just bought you a cup of really bad coffee. (I detest the flavor of Starbucks.)

You can check the card's current account balance via Twitter.

Stark also posts directions on how to place money back on the card, for people who want to buy someone else a cup of coffee. 

As social experiments go, it's kind of fascinating. A glance at the Twitter feed shows the card running out and then filling up again. In the midst of complete economic collapse, it's heartening to know that someone is willing to buy a stranger a cup of coffee.

Historically, America has always been an absurdly generous nation. I like to imagine that this quality will save us when our governing and financial systems finally break down; that we will band together in charity and support rather than turning on each other in fear and anger.

"When the chips are down," the Joker says in The Dark Knight, "these 'civilized' people will eat each other." That certainly seems to be what's happening in England right now. Are we any better? I like to think so. Maybe Stark's small experiment is a little glimmer of light.

Wednesday, August 10, 2011

London Riots Blamed On...

... Grand Theft Auto?

Kotaku spotted this quote from a constable, buried in a story in the London Evening Standard:
These are bad people who did this. Kids out of control. When I was young it was all Pacman and board games. Now they're playing Grand Theft Auto and want to live it for themselves.
Ah ... no. Look, I detest the content of Grand Theft Auto, but this is just absurd. Generations of class warfare rhetoric, a culture of entitlement and dependency, and the erosion of a distinct British character in favor of the vague promises of "multiculturalism" is at the root of these problems, not some game. When you listen to these two stupid girls brag about their crimes, you have all the explanation you need for the nightmare engulfing England. The British made it through the Blitz because they believed in their nation and the importance of sacrifice and honor, and then raised a generation that derided these things.

On the other hand: yay, boardgames and Pac-Man! You both get the English Police Constable Vote.

Tuesday, July 12, 2011

EA Buys PopCap For ...

... $1.3 billion. (It sounds better if you use a Dr. Evil voice.) That can buy a lot of zombie-eating plants. Congrats to the PopCap folks. They're good guys, and I remember when they were just a few dudes making casual games. They went from nothing to $1.3 billion in ten years. It's as though all those jewels were real.

Via TechCrunch.

Monday, July 11, 2011

Site Update: Changes and Other News

I started State of Play a year ago this month for a few reasons. I wanted a place to write about games that I didn't always have a chance to write about in my print work, but also to just have a little corner of the internet that was all my own. It's been a place where I worked out ideas for print stories, most notably with the long series on gaming in Colonial America, which eventually appeared as a lead feature in Games Magazine. I wanted to create a personal blog from a the point of a view of a someone who does a lot of gaming for a living and thus has to think and write about this material on a daily basis.

I got off to a pretty serious start with an average of 20 posts a week in the beginning. That gradually tapered off, and then posts started getting a bit more irregular back in April. Part of this was because I had a lot of work to do in order to go on vacation, and part of this was the beginning of graduate school. I've been trying to find a good way to balance the blog with work and school, and might have finally found a pattern that works. So, here are the changes:
  • Posts will be 3 times a week: Monday, Wednesday, and Friday. This gives me a target to shoot for that shouldn't be too hard to hit, while also providing regular visitors with a better sense of when to expect new content. 
  • The App O' the Mornin' will return in a reduced form. I wrote about 100 app reviews for the site, and another 50 or so for various print venues, and then my brain when pfffft. This was around the time that Axe in the Face was released, and I don't recall a lot of apps grabbing my attention after that. Maybe it was app burnout on my part, but there seemed to be a bit of a lull in quality appage. In the intervening time, the well of good apps has gradually refilled, giving me something to write about again. Thus, each Monday, starting today, I'll do an App Review.
  • I also have a stack of board games to review, but I take these very slowly. I hate reviews that are done on one or two playthroughs. I tend to take a couple of months to test things and gradually build some kind of opinion. Yes, I can form a pretty fast snap judgment like any other experienced gamer, and it will usually turn out correct, but without a number of plays under my belt, I just don't feel like I have much to say. For instance, I've been testing Rivals for Catan, in its many different play modes, for over a month, and I still want to play a couple more times before I write about it. 
Also, I'd ask you to please remember to use the Amazon links from the sidebar when you shop at Amazon. The Amazon Affiliates program is the only way I make anything for my work here (Google Ads are a joke). Using my link anytime you access Amazon costs nothing, but gives me a 4-6% commission for anything you buy. The depression has ruined us here at Casa McD, so every little bit helps. 

Let me have some feedback. Is there something you like? Don't like? Something you want to see? Shoot me a Twitter at StateofPlayBlog and let me know.

Thanks for your continued support.

Monday, June 27, 2011

VIDEOGAME DECISION: Two Stories, One Meaning

Exactly a year ago, I wrote the following column for the July 2010 issue of Maximum PC. I'm reprinting it here in light of today's Supreme Court decision.

Look, I’ve been on the internet since the internet was on. In those weird early days, I saw enough of alt.binaries.ohmygodicantbelievetheyredoingthat to illumine the darker corners of humanity.
            Thus, I was not at all surprised that some ostensibly human-like creatures get their kicks watching videos of attractive women crushing small animals to death under stiletto heels. It’s a fallen world, and any cursory glance at history or headlines shows us that men are capable of unspeakable depravity.
            I was surprised, however, when the U.S. Supreme Court ruled that these “crush” and dogfight videos were, in fact, protected speech. In their April decision on United States v. Stevens, the court voted 8-1 to overturn a ban on the sale and distribution of these videos. Chief Justice Roberts wrote that, although the acts depicted are in fact illegal, the ban on images of these creates a “criminal prohibition of alarming breadth,” and violated 1st amendment protections.
            Why is any of this of any concern to gamers?
            Simple: the Roberts court is about to get their first swing at the gaming piñata. In a case bearing the sublime name of Schwarzenegger v. Video Software Dealers Association, California’s laws banning the sale of violent games to anyone under the age of 18 have already failed to pass muster with various courts. Most recently, the notoriously liberal 9th U.S. Circuit Court of Appeals ruled that the law was in violation of the 1st and 14th amendments, clearing the path to a Supreme Court challenge.
The Stevens decision, although not an exact analog, is a pretty clear indication of where the Roberts court stands on freedom of speech, with obvious applications to video and computer games. After all, if 8 out of 9 justices can rule that video recordings of illegal acts of animal cruelty are protected speech, then the court is packed with more 1st amendment absolutists than the staff of Reason magazine.
Of course, what the VSDA and the development community should be asking themselves is, “How did our content become so depraved that we’re relying upon animal torture videos as precedent?”

Breaking News: Supreme Court Strikes Down Videogame Law UPDATED

No surprises here. This court is seriously--almost radically--against perceived curbs on the First Amendment.

Excerpt:

On a 7-2 vote, the high court upheld a federal appeals court decision to throw out the state's ban on the sale or rental of violent video games to minors. The 9th U.S. Circuit Court of Appeals in Sacramento had ruled that the law violated minors' rights under the First Amendment, and the high court agreed. 
"No doubt a state possesses legitimate power to protect children from harm," said Justice Antonin Scalia, who wrote the majority opinion. "But that does not include a free-floating power to restrict the ideas to which children may be exposed."

UPDATE: Here's the complete decision, and it makes for an interesting read. As I warned it would last year, the court drew on their decision in United States vs. Stevens, which overturned a ban on animal torture videos. This is horrible company for the video game industry to find itself. We have reached a point where our entertainment is so grotesque that it winds up in the same legal category as animal snuff videos.

Wednesday, June 22, 2011

PopCap On Sale for $1 Billion?

That's what TechCrunch is reporting. The story is unsourced and PopCap isn't talking. $1 billion is about ten times their annual earning power, but PopCap (creators of Bejeweled, Plants vs. Zombies, and other mega-hits) is a proven entity. TechCrunch writer Jason Kincaid runs through the standard speculations about buyers: Zynga (boo, hiss), EA, and a Chinese company called TenCent. As long as we're just making up possibilities, it could be Apple, Walmart, or Papa John's Pizza. Nobody knows anything yet, so all we have right now is rumor and speculation. All of the stories out there--including the post you're reading right now!--are just reporting TechCrunch's initial story, so we'll have to wait and see.