Friday, September 23, 2011

The Elder Scrolls: Bound

As anticipation for Skyrim, the latest game in the Elder Scrolls series, reaches a fever pitch, one loyal fans has created the ultimate ES: Oblivion labor of love. He has formatted, printed, and bound all of the texts from Oblivion into one massive volume

Bethesda's series is famous for peppering their games with hundreds of pages of eldritch tomes, most of which I scan with faint interest before moving on to kill something. Well, reddit user "notadoctoreither" has collected them all for easy reading, and even made his print files freely available so you can make your copy. It's a handsome piece of work, but not, technically, a scroll.


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.


Friday, September 16, 2011

The Road to Canterbury Arrives

To my house does The Road the Canterbury wend. As a lover of all things Chaucer and Middle English, I've been following Alf Seegert's The Road to Canterbury since I heard about it earlier this year. Alf was kind enough to have an advance copy of the game sent along, and it looks terrific. The art is derived from Hieronymous Bosch's famous Table Top of the Seven Deadly Sins and Last Four Things, as well as medieval illuminated manuscripts. Components are very well made and solid, although cards are a little small.

The gameplay, as my daughter remarked, is "EEEEEVIL." We did one full trial playthrough and enjoyed the mechanics, even though we made a rules mistake that we didn't catch till half-way through.

The game has you playing as The Pardoner, the cynical and corrupt churchman from The Canterbury Tales.  The Pardoner peddles forged indulgences and counterfeit relics in order to fleece the pilgrims. In this role, you draw a combination of Sin, Pardon, and Relic cards, which are played to various pilgrims from the tales. Sins are pardoned in sets, earning influence (known in the game as "corruption") as well as coin for the Pardoner. It's a pretty unique mechanic, and we need to run it through a few more test plays to see what we think, but first impressions are positive. As the daughter said at the end of the first test game, "It's still evil, but fun."

Monday, September 12, 2011

Settlers of Catan: The Novel


Yep, it's for real. I remember reading about it when it was published in Germany a few years back. Now it's set for an English-language translation and publication on November 15th. Let's let Amazon explain the rest:
Wind howls through the village. Swords clash. Voices call desperately for help. It's the year 850, and the people of the small coastal village Elasund are feeling bitter. Hostile nations are attacking, taking everything and even murdering women and children and cattle. The village Council consults the runes and determines the clan's future: Candamir and his followers will build ships and head west to find a new home, leaving Osmund and his loyal ones in the north. After much effort, the settlers arrive in legendary Catan. But instead of their dream of island tranquility, fraternal strife threatens the entire community from the beginning... In this vivid depiction inspired by the wildly popular Settlers of Catan role playing game, Rebecca Gable takes readers on a journey that will feel at once familiar and fascinating to Catan’s many fans.





App O' The Mornin': Gesundheit!



Grade: A
Price: $1

I imagine there are quite a few people who won't be able to muscle past the premise of Gesundheit! in order to enjoy the treasures of the gameplay itself. Their loss. Sure, it's a game about a little green pig whose allergies are so horrible that he sneezes giant globs of snot across the landscape. And, yes, said landscape is populated by monsters who find these globular goodies so unbelievable tasty that they'll ignore that temptation to eat fresh green pork, at least for a few seconds. But once you get past all the booger blasting and snot snacking, you'll find a game that's not only fun and clever, but even charming.

Much of this charm comes the visual style of Gesundheit!, which is striking, colorful combination of storybook backgrounds and and child-like drawings. The music, animation, and art are all the work of Matt Hammill, while the game itself is made by Revolutionary Concepts. Thanks to the graphics, none of the mucous mechanics ever come off as all that gross. Believe me, I've seen apps that go for the gross-out just because that's the only arrow they have in their quiver, but Hammill isn't working that side of the street. His sneezing piglet is just a cute little outcast who turns his problems (horrible allergies) into an asset, making him a kind of superhero of snot.

The game is comprised of 40 single-screen levels, with gameplay that combines puzzle solving with some stealth-strategy elements. Each level has a monster (or monsters), and the now-ubiquitous triple-star challenge. The goal is to collect as many of he stars as possible before trapping all the monsters inside monster-eating traps. This is done by luring the monsters into different areas of the maze-like map with your gourmet nose nachos. Simply tap the pig, draw back to choose force and aim, and fire away. If your loogie lands where a monster can see it, he'll ignore you and run straight to his favorite snack, even if it's inside a trap.

Lacking a snack, the monster will run straight for you, and you need to shake him by sneezing, or try to just lose him in a maze. The trick is luring monsters away from the stars without letting them walk over the stars, which they'll crush. And then luring them to the traps. And then not gettin' et.

As triggered obstacles, multiple monsters, superpowered mucous, teleporters, and other challenges are added, things start to get pretty tricky. Not long into the game you develop the ability to create a snot-slingshot (snotshot?) that catapults you from one location to another. It's kind of like Tarzan swinging on horizontal ropes of phlegm

Although there are puzzles I still haven't been able to solve at the 3-star level, basic level-completion is only moderately difficult, making this a good choice for both kids and adults. There's a timed element to the game, and you'll need to think pretty fast on your feet in order to escape certain monsters.

This is a wonderfully weird and appealing little puzzler with some genuine challenges. Don't be put off by the theme. Within a few minutes, you'll forget you're defeating evil by wielding the mighty power of boogers and just lose yourself in the clever puzzles and wonderful graphics.

Friday, September 9, 2011

Three Quick Takes: Bastion, Toy Soldiers, Deus Ex

I've been plowing a lot of hours over the past two weeks into pure gameplay and writing. I'm trying to finish all of Deus Ex (sidequests as well), just because I get a little obsessive about these things. My son doesn't get it. He consumes games like tissues, and doesn't understand the need to scour a level for little item and open every single locker. I hope one day to teach him the subtle pleasures of exploring the corners and sidestreets of a vibrant game world.

Some here are a few quick takes on what I've been playing this week:


Deus Ex: Human Revolution
Spectacular. And maddening. Everything about it is so good, and then you get to the boss battles and have this overwhelming urge to fly to Montreal and punch someone. Penny Arcade even did a comic about it. I'm merrily rolling along, doing the whole stealthy-hacky-persuader thing, and then every few hours I'm popped out of my bubble to fight some modified boss from hell in a level of spectacularly bad design. This is the kind of thing that shaves 10 points right off the top of a final score. 

I'm not just complaining because I find these moments difficult. I'm complaining because these moments are a like a musician suddenly playing off key in the midst of a spectacular performance. Every element of the design has encouraged me to make choices, and those choices are chucked back in my face at random, arbitrary moment as the designers say, "You know, you really should have invested in that Typhoon." 

Aside from that, everything else is wonderful. It just shows how we're starved for good, deep content. There aren't enough Mass Effects and Bioshocks out there to feed the need. This is a game with something on its mind, and it will be my debut review for the new Catholic News Service game review department, just to show how powerful games can be as a narrative medium. 

Bastion
Bation is just something you need to play to really understand its charm. It’s a solid action/RPG hybrid with an old-school vibe: you bash stuff, collect things, upgrade, and move along. What sets it apart is a wonderful design and sense of style, featuring a floating world that constructs itself as you explore. The landscape is a colorful, richly-imaged fantasy realm that draws you in and demands to be explored. It’s almost impossible to stop playing. I'm picking this one up for about a half hour every day. It doesn't make too many demands, but it rewards you with loads of fun and a surprising bit of depth for its genre. I even used it at the backdrop for a new headshot that publisher requested, just because it looks so sweet.

Toy Soldiers: Cold War
This sequel to last year’s insanely entertaining Toy Soldiers updates the series from little iron soldiers fighting in the trenches of WWI to GI Joe-style action figures fighting those pesky Reds. The novelty of the design was in the way it takes elements of tower defense games—such as placing weapons—and mixes them with action elements. You can actually take over and fire certain weapons and aircraft, which is a whole lot of fun. The entire game is steeped in 1980s nostalgia, complete with a Stallone action figure, lots of Cold War settings, and a complete 1980s action-movie vibe and cheesy synth soundtrack. If you have fond memories of either GI Joe or movies like Red Dawn or Rambo, this game is for you. We're mostly down to multiplayer on this one, and it's still great fun in 1 hour bursts of split screen. More maps are needed, however.

Gesundheit!
This is just a real charmer, thanks in no small part to the wonderful children's-book aesthetic. Beneath the cute visuals, however, is a game of surprising depth. You need to use a little green pig's (green pigs again!) prodigious mucus output to lead monsters into traps in order to survive a level. I'll get a full review of this one up soon.


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 24, 2011

The Electronic Games 100: Done

Wheatley, by TRP-Chan
The Games Magazine Games 100 is the biggest project I do all year: a 15-page supplement on the 100 best games from the last 12 months. We picked category winners in Action, RPG/Adventure, Mobile/Handheld, Strategy, and Sports/Driving, as well as Game of the Year. These categories fluctuate sometimes: when classic adventure games roamed the land freely, there were enough of them to support their own category. Mobile games are a new category, and there were so few platform-exclusive handheld games of note that I just dropped them into Mobile.

You'll have to wait for the December issue to find out what we picked, but I can talk a bit about the general contours of the game industry as it stands in 2010-2011.

The game industry continues to grow, but in strange and unpredictable ways. Here are some quick observations:
  • 72% of American households have a videogame machine. 
  • Consumers spent $25.1 billion on games in 2010, with those numbers projected to hit $48 billion for 2011 and $70 billion by 2012. By comparison, worldwide motion picture ticket sales for 2010 were approximately $31 billion. 
  • In studies of children 12 to 17 years old, 99% of boys (and 94% of girls) play video or computer games, with no variables for race or ethnicity.
  • The average game player is 37 years old, with 29% of them over the age of 50. 
  • Video games had skewed heavily male for most of their existence, but by 2010 48% of the gamer audience was female. 
  • Approximately 13% of the gaming audience is made up of males under 17, while 37% are adult women.
  • Electronic Arts CEO John Riccitiello revealed that since the year 2000, console games have dropped from 80% of EA’s total sales down to only 40%. What filled that vacuum? It was mobile devices, which are becoming the dominant platform in electronic entertainment. 
  • The 3DS was a dramatic flop. A lack of quality 3DS games and the explosion of the mobile market lay at the root of Nintendo’s woes. The company made deep price cuts in the hardware, but it may not be enough. For the first time in gaming history, Nintendo may lose its complete dominance of the handheld market. 
  • Mobile gaming has emerged the dominant force in interactive entertainment. This is not merely driven by technology, or convenience, or price point, although all of these are factors. It is driven by the wild creativity that is being unleashed in mobile gaming design. Apps are cheaper to develop, which means more people can make quirky and original games and get them directly to players without involving a publisher or retailers. As a result, a rich and previously inaccessible vein of innovation is tapped, radically changing the gaming landscape. The shocker in preparing for this year’s Games 100 was how many of these little games eclipsed an increasingly-derivative mainstream gaming market. While consoles are dominated by endless sequels, mobile gaming seems to offer a fresh new surprise every day. 

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.

1979: A Game About the Iranian Revolution

Before leaving to found his own company, Navid Khonsari was one of the people who gave Rockstar's games, such as Grand Theft Auto and Red Dead Revolver, their cinematic feel. After producing critically acclaimed titles like Alan Wake and Homefront, the Iranian-born director and producer is turning his attention to the Islamic revolution that drove his family from their homeland.

In 1979, Khonsari is tackling the events surrounding he deposing of the Shah, the rise of the Ayatollah Khomeini, and the hostage crisis. He's well aware of the controversial nature of the project:
Iranians are going to criticize me because I'm making a game that 'promotes American imperialists going in and shooting Iranians'. Americans are going to criticize me because I'm making a game that 'glorifies Islamic fundamentalism,' or something. I'm not going to please everyone, and the point of the game isn't to do that. 
I think that being able to base a game in contemporary historical truths is significant, besides being educational. It opens people's eyes to look beyond what they're reading in the paper and realize that there's a definite relationship between history and the headlines.

Read the whole thing.

A Psychiatrist Tries to Understand Angry Birds

Okay, this is my absolutely last Angry Birds post for this week. Dr. Dinah Miller is trying to figure out why people are hooked on this game. Help her out. While you're at it, maybe you could give me a clue. I liked Angry Birds fine when it was called Crush the Castle, and I like the art, but I've just never spent all that much time with it.

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.

These Birds Aren't Angry, Just Mad

Sorry for the light posting, folks, but my publisher moved up the print date for the Games 100, and there hasn't been much time left over for the blog.

In the meantime, I leave you with the surest sign that Angry Birds have entered the pop culture pantheon: a MAD magazine cover.

The full cover is here (mild language warning). 

Monday, August 8, 2011

App O' The Mornin': Cut the Rope: Experiments

Grade: A
Price: $1

Cut the Rope is one of the few games to challenge the dominance of Angry Birds in the hearts and devices of app gamers. Cute, clever, and insanely addictive, it combines a wonderful puzzle mechanic with an appealing visual style to make a knock-out game.

Cut the Rope is one of those rare games where the title is also the instruction manual. In a series of single-screen puzzles, hanging objects function like pendulums. You need to cut the ropes at precisely the right time and in exactly the right sequence to get the object where it needs to go.

In this case, the problem is how to get a piece of candy into the mouth of a voracious (yet adorable) little monster named Om Nom. Each puzzle has three stars and a piece of candy.  Cut the rope with a finger swipe, and the candy collects the stars as it drops into Om Nom's mouth. It's fairly easy to get the candy into the monster's mouth, but to get it there while collecting all three stars can be incredibly challenging.

The original game came with 4 sets of 25 puzzles each, and more sets were released with updates and holiday packs. In the first full-blown sequel--Cut the Rope: Experiments--the initial set of puzzles functions as a recap of the entire first game.  All of the many puzzle elements are re-introduced: balloons, whoopee cushions, spiders, rubber bands, ropes, and so on. 

There are only two other puzzle sets: "Shooting the Candy" and "Sticky Steps"--for a total of 75 puzzles. This is fewer than the original, but updates are promised.

The new gameplay elements are certain to appeal to CtR Fans. The targeting button shoots a rope to the candy as it swings. This rope can be of various lengths depending upon how far away the candy is when you fire. If the candy is swinging close to the rope shooter, the rope is short; if it's further away, the rope is longer. 

The other new element is the suction cup. Tap this cup, and it comes loose from the "wall" of the puzzle and begins to drop. This allows you to reposition ropes, creating far more variables on each screen.

These new features are run through their paces in two sets of twenty-five puzzles each, creating complex variations of the familiar CtR gameplay. Lvels are of consistently high quality. The basic solution usually isn't all that hard, but earning 1, 2, and 3 stars can be brain-bendingly difficult. There are some I simply couldn't solve at the 3-star level no matter how many times I tried. That's a good thing: it means the game is still challenging, which keeps it interesting.

It is a bit disappointing to have only 75 puzzles and 2 new elements, but there's more than enough here to keep things fun and fresh, and the updates give you something to look forward to. Cut the Rope is one of the best puzzlers in mobile gaming, and Experiments only further cements its reputation.

Wednesday, August 3, 2011

Math Clocks

I just spotted these on Amazon. I particularly like the one on top.







Malfoy v. Potter in Scrabble Throwdown

Harry Potter actors Tom Felton (Draco Malfoy) and Daniel Radcliffe (Harry) ended their decade-long on-screen rivalry with a cut-throat game of Scrabble. As Felton tells it, after the big wrap party for the final film,
There was an after, after party, if you will, and we had a few of the cast members there. Everyone was expecting us to be popping Cristal and all the rest of it but we actually played Scrabble until about two in the morning; Daniel [Radcliffe] and I got very heated at a game of Scrabble!
H/T Kim Vandenboucke at The Game Aisle