Friday, November 17, 2006

Wii-mote creates Wii-motions?

Um, maybe you heard the Playstation 3 launches today. I know the local news was all over the “story.” On my TV I saw hundreds of young men standing in line all night in the rain to probably not get the console, since Sony is shipping an underwhelming 400,000 to North America.

I doubt the Nintendo Wii, which launches on Sunday, will generate the same sorts of scenes. The Wii will have 1,000,000 units available at launch, with maybe 1.4 million through the end of the year.

Still, I have to admit those sexy PS3 graphics have had me lusting after the rarer machine, even though I’m a big Nintendo fan and I’m looking forward to the Wii-mote. Friends like Jeff have been coveting a Wii for a little while, but for me I didn’t really start to get cravings until I read this unusual essay by Jonah Lehrer on Seed about the increased emotional resonance from Wii games. (This is the first Wii review I have read that quotes William James.) I knew the Wii was supposed to increase immersion, but I had mainly thought of this to mean plain-old excitement, simple stimulation. But now, as I ponder whether a Wii will really create more emotional gaming, I find I want one a lot more. Oh, and it also costs less than half of what the PS3 costs. Goddamn Sony.

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Thursday, November 16, 2006

Dog Humps Cat, Cogs Born?

C'mon. What the hell is this doing on Reuters? Sure, it's a cute picture: a cat between two puppies.


But read the caption. The owner claims that those puppies are really half-cat, born after a dog humped that cat. Not possible. At least the caption uses scare quotes to say that the owner "claims" those are the offspring of a dog-cat mating. Still, I'm surprised Reuters gave it any play. I can't understand why a geneticist would even bother testing this. Those are either cats that just happen to look dog-like, or puppies that are mixed in with a cat litter. Those two animals can't hybridize.

Oh, here's another cool interspecies-fucking story, with a super twist: dude FUCKED A DEAD DEER!

You may need to register, so if you don't want to bother, here's the nut from the Duluth News Tribune:

Bryan James Hathaway, 20, of Superior faces a misdemeanor charge of sexual gratification with an animal. He is accused of having sex with a dead deer he saw beside Stinson Avenue on Oct. 11.

A motion filed last week by his attorney, public defender Fredric Anderson, argued that because the deer was dead, it was not considered an animal and the charge should be dismissed.

[Thanks, Carlin!]

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Tuesday, November 14, 2006

Videogame Snob? Moi?

My amigo Jeff, keeper of the eponymous and often hilarious jeffreydinsmore.com, sent me an interesting question yesterday. Are there such things as video game snobs? he asked. My first response was, Of course, and I am one! But then I thought about it some more, pondered an example he gave, and realized it is a more complex question than it first seemed.

Jeff wondered if liking Katamari Damacy, a quirky and original game, as well as liking Ratchet and Clank (Part Whatever), a fun but perhaps hackneyed platformer, indicated that snobbery, here understood as considering one’s tastes as superior to someone else’s, didn’t work for games. Maybe other elements of games, like how much fun they are, contributed a new variable to an old equation, and rendered a common style of criticism and connoisseurship obsolete.

Do you want to know more?

A snob, or course, is not just someone who would say some games are better than others. A snob would say despite the fact that many people think X is a good game, it is really bad and their tastes are poor.

The clearest case in which to examine this sort of snobbery is when a game that is critically lambasted ends up a big seller. 50 Cent Bulletproof is generally considered to be crap. Yet it sold more than a million copies. Here, critics and many gamers are at odds, and to suggest that the masses who bought the game have skewed and poor criteria for judging games seems justified to me. People bought the game because they think 50 Cent is cool.

Call it snobbery if you like, but it is an inevitable result given that a portion of the game audience (reviewers, hard core gamers, etc.) plays lots of games and devotes lots of thought to games while a much larger portion of the audience doesn’t play as many games and just wants a kick. Put simply, a big part of the audience is unschooled and naïve, and they will have different criteria than critics to judge a game. I am a game snob when it is defined this way; I think naïve opinions are inferior.

But it gets trickier when you begin to explore the different genres and traditions in which games exist, and here Jeff’s example of Ratchet and Clank seems apt. Certainly, there are game formulas that work well. I consider these the videogame equivalent of Michael Bay’s movie The Rock. I wouldn’t argue that The Rock is a great cinematic achievement, but I loved it when I saw it in the theater. It performed its genre duties in an exciting and entertaining manner, and I enjoyed what I first thought would be formulaic garbage.

Lots of games fit in this category. They might be polished, like New Super Mario Bros. for the DS, but critics could make a fair argument that the Mario formula is too overdone to truly produce anything great. I’m talking about more than the fact that we gamers have put Mario through his paces many times before. I think the genre has deep problems, like the mindless collection of coins, that were fine solutions to the problem of making an interesting game in a previous console generation, but ripe for critical analysis now.

Still, I enjoyed New Super Mario Bros. because I am a fan of 2-D platformers. Here, I think the concept of fun and play enters into the critical equation and changes the way I, at least, evaluate games. Another good example comes from sequels (I’m talking about you, Guitar Hero II). I don’t mind sequels that do the same as the original in games as much as I do in movies. Good gameplay can go a long way towards erasing some of the critical scorn that might come from the lack of originality.

Critics do argue that originality is a legitimate demand, of course. I just think most gamers don’t listen and don’t agree because of their limited experience. So a break between the critics and the majority of the buying population develops and leads to accusations of snobbery.

As a seasoned gamer, I put a high value on originality. I’m usually willing to overlook problematic gameplay in favor new concepts. So here I will admit to being a partial snob. But for me, damning a solid game because it is formulaic or derivative is going too far. The interactivity of games increases my tolerance for things I’ve seen, thought, and felt before, and I don’t indulge in the snobbery I might if I was evaluating something that wasn’t a videogame. After GTA III and Vice City, San Andreas didn’t blow me away, but it is still a great way to spend a weekend afternoon.

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Friday, November 10, 2006

Has Freud Really Fallen?

Writer Denyse O'Leary, a specialist in religiously-motivated critiques of established science, has started a new blog, the awkwardly titled Mindful Hack. She had recently teamed with William Dembski on Uncommon Descent, the blogospheric home of Dembski's religiously-motivated attack on evolutionary biology. Her new blog promises the same quality "science journalism" in the realm of neuroscience.

O'Leary's first post is a premature celebration of the "fall" of Sigmund Freud. Creationists love to group Freud, Darwin, and Marx as some imaginary super-team of materialists. According to their logic, Marx and Freud have been discredited, and Darwin will soon join them. Any educated, reasonable person would of course object to this. Darwin is unimpeachable today. Furthermore, although every nominally Marxist country is truly a mess, Karl Marx the political philosopher is by no means discredited. And certainly Sigmund Freud is alive and kicking in the world of psychology. Please read on.

Freud-haters love to point to excesses that have been committed in his name, things like the recovered memory movement, and gleefully declare Freud is dead. The problem is, they are simply wrong. I know plenty of working psychologists, both in hospitals and private practice, who trace their theoretical orientation directly to Freud.

Of course, many of Freud's theories have been changed over time. He even tinkered with his ideas over his lifetime. Personally, I feel like Freud erred in being too explicit in his theories. He really felt like he was coming up with a universal science of the self. Most psychologists now consider things like penis envy to be silly elaborations of Freud's own fixations.

Yet Freud laid the foundation for a theory of personality that has yet to be surpassed. Does anyone really doubt that our emotional reactions to people and situations come from a mess of internal conflicts, some of which we are unaware of at the time? Does anyone doubt that infants approach the world and in particular their parents with a tangle of needs and desires, and that their early experiences with having these desires met or not met create expectations--again, many of which are unconscious--that shape a personality for life? These are contributions from Freud's thinking.

Psychology, practiced as such, is not a science as much as a working philosophy based on a practical understanding of the brain, namely that any process of mind is rooted in the biological brain and what happens to it. Religious people, of course, hate this because it conflicts with their absolutely unsupportable belief in god-given spirit. So, like O'Leary, they latch on to straw-men arguments, blaming Freud for excesses like the satanic-abuse/recovered memories hysteria (which, ironically, was very popular in populations suffering from the god delusion).

I wonder: do religious types have any viable alternative theory about how personalities form and develop? And would those believers in the immaterial spirit really be happy if neuroscience, the real academic challenge to Freud, were to replace social/developmental approaches with a more genetically-based one?

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Tuesday, November 07, 2006

The Sounds of Space

Forbidden Planet has been called the greatest of the 1950s-era sci-fi movies. By Pauline Kael, no less. It is a sentiment with which I agree. But one of the things I always found most appealing about the movie was the music. The entire soundtrack was created on electronic instruments by married composers Louis and Bebe Barron. It is a masterpiece of bloops, bleeps, and squeals. "We were delighted to hear people tell us that the tonalities in Forbidden Planet remind them of what their dreams sound like," the composers write in the liner notes to the soundtrack.

Sadly, electronic avant-garde music of this sort never really caught on. Mucho props to Scar Stuff, an excellent blog run by a fellow named Jason, for making more space-age sounds from the past available to fans. Check out Music For Robots, a record from 1964 that features electronic soundscapes in the same tradition as Forbidden Planet. The first track is a spoken-word essay about robots. But the second track, Tone Tales from Tomorrow, is the good stuff, the 40-year-old sound of the future. Some days I like to listen to this and the Forbidden Planet soundtrack as I gaze out of the window on the commuter train. It makes the dull and familiar commute feel like a fantastic voyage.

[UPDATE: Check out the real sounds of space here. Some sound remarkably like the sounds of the space-age imagination above, like this one from Saturn's radio emissions.]

[via boingboing]

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Monday, November 06, 2006

1000th Visitor

The Aspidistra got its 1000th visitor yesterday. I’m quite pleased, although this number must be taken with a couple heaping spoonfuls of salt. First, I didn’t put my sitemeter counter up right away and I also lost a week when I was updating the layout. Second, and more importantly, like the self-googling guy that I am, I check my blog a lot and rack up visits that way. I have this crazy hope that someday I’ll get enough traffic that my visits will be overwhelmed by hits from others, but until then I just have to live with the knowledge that my count is noticeably inflated.

Still, this is the best way to count, so I’ll happily take number 1000. I’m also happy to report that this wasn’t a webcrawler bot. This was a person brought here from a google search for “religious idiots.” Here's the relevant post. I take some pride in the fact that that term brought them here. I’m no friend of religion. Expand the post for the sitemeter data.

Here’s a link to the info. Or just read the excerpt below. They didn't stay long, but what the hey. I'll take what I can get.


Domain Name aol.com (Commercial)
ISP America Online
Location
Continent: Europe
Country: United Kingdom
Language English (United Kingdom)
Operating System Microsoft WinXP
Browser Firefox
Time of Visit Nov 5 2006 10:19:34 am
Last Page View Nov 5 2006 10:19:34 am
Visit Length 0 seconds
Page Views 1
Referring URL http://www.google.co...ts&btnG=Search&meta=
Search Engine google.co.uk
Search Words religious idiots
Visit Entry Page http://theaspidistra...eligious-idiots.html
Visit Exit Page http://theaspidistra...eligious-idiots.html
Visitor's Time Nov 5 2006 3:19:34 pm
Visit Number 1,000

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Wednesday, November 01, 2006

Will Wright in New Yorker

Last week, after I mentioned Harper's and the Atlantic giving serious coverage to games, I wondered where the New Yorker was. Well, I should have just waited a few days, because this week's issue of the New Yorker has a profile of Will Wright centered around his new game, Spore.

You can read the article online here, so I'm not going to do a summary, but I did want to discuss a couple points of the profile that I found interesting. Expand, if you please.

First, the story covers some of the same topics as the Harper's serious games discussion, namely what role games can serve in education. John Seabrook, the author, explains how Wright showed him an email from a concerned professor. The professor writes:

Most of us are in agreement that this younger generation--raised on video games--has learned to be reactive, instead of active, and worse, they have lost their imaginative abilities and creativity because the games provide all the images, sounds, and possible outcomes for them.

Wright, of course, disagrees. He sees games as potentially more useful learning tools than the traditional lectures-and-schoolbooks model. He says:
I would argue that as the world becomes more complex, and as outcomes become less about success and failure, games are better at preparing you. The education system is going to realize this sooner or later. It's starting. Teachers are entering the system who grew up playing games. They are going to want to engage with the kids using games.

I think Wright is correct here and the professor sounds like a stodgy old grump. I don't have that professor's teaching experience to tell me what games do to imagination, but I have my own life experience, an experience that has been filled with videogames but is not lacking for imagination or creative endeavors.

I might also point to people like Wright, who live lives suffused with games but show the creativity to produce new and exciting things all the time. But I notice that Seabrook puts Wright in a strange category here, and by implication Seabrook seems to side with the grumpoid professor. Wright grew up before games, Seabrook points out a couple times. For example:
The enormous success of The Sims means that children today can grow up without having the hands-on model-making experiences that Wright enjoyed as a child, and that inspired him to make games in the first place.

So Wright didn't start off his life playing videogames--they didn't exist yet, after all--but that doesn't mean he has found the only path into making creative games. The implication is that model-making and play in the real world inspired Wright, yet the products of his inspiration will rob today's kids of the same thing. Bullshit, I say. I was a child of the videogame age. I had an Atari by the age of five and a NES at age 10 or 11. But I still played outside, built castles with bricks, played tag, had fantasy wars in the woods, played with action figures, and all the other imaginative games of a typical late '70s and '80s suburban childhood.

Otherwise, I thought the article was quite good. What I found particularly interesting was Seabrook's distinction between Wright's fascination with games and play, and a more stereotypical version of a creative type as being an author of grand ideas.
Wright is not a visionary, in the sense that he is not the author of a world view; he tailors his ideas according to the technical parameters of the simulation and the logic of games.

This sounded harsh to me at first, like Seabrook was saying that Wright should not be celebrated like Zola or Joyce, creative figures Seabrook name-drops at the beginning of the article. Maybe that is indeed what Seabrook intended.

But a bit later in the profile, this vision of Wright seems more nuanced.
When I asked Wright about Second Life, he said, "I think what you're going to see now on Second Life is people who will start to develop games--someone will invite other people to kick a soccer ball around, and it will go from there."

After this, I began to see how even if you granted Seabrook his point about visionary status, there was still something really great about Wright's world view. The guy really loves games. There's something about that that strikes me as very pure and admirable. Maybe he doesn't go on about the philosophical or psychological features of online life, but he sees ways to create games where people are and encourages people to explore and interact in those game spaces. I might just be interested in checking Second Life out if there was something like that there.

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