Incompetent Spammer

Look, if you really insist on wasting my time with offers that I am never going to fall for, I would suggest that you first learn to configure the spam software correctly.

From: “Barney Gorman” < %CUSTOM_FINANCIAL_TERMSgestapo@gmail.com>
Subject: Darion Herrera
X-Mailer: Opera7.23/Win32 M2 build 3227
Received: from %RND_HOST
Date: Fri, 24 Feb 2006 06:40:08 -0600

Lynda,

%CUSTOM_LINK

Barney Gorman

Now I will never know what random CUSTOM_FINANCIAL_TERM (+gestapo!?!?) that was supposed to catch my attention in this email from RND_HOST, as to make me click on CUSTOM_LINK. Such loss!

Sincerely, %RND_NAME

PS. My guess is that you need to add a % to terminate the special strings, like this: %CUSTOM_LINK%. Good luck.

How to Beat the Boss

Via Intelligent Artifice, The Guardian Gamesblog features a pretty nice guide on how to defeat end-of-level bosses. Highlights:

  1. Keep moving. Whatever you do, don’t stand still. Even for a second. This is the only cue an end-of-level boss needs to swipe at you with a giant fist or blast you with deadly lasers.
  2. If the boss stops, panic. Bosses usually move about – when they stop it means they’re about to unleash their signature move, the aforementioned fist or laser blast.
  3. Scan for weak spots. Every boss has one, sometimes more. They’re either permanently vulnerable but hard to hit, or they only become vulnerable at certain moments, usually after their signature attack.
  4. The quarter rule. Keep checking the boss’s energy gauge – when there’s around a quarter left, more often than not, they’ll introduce a new attack, which throws you off-guard.

It reminds me a bit of the “How to be an evil overlord” list in that it’s an analysis of genre conventions posing as a practical guide.
OK, so it’s a list of genre conventions. But can you spot the pattern in the conventions?

Rules 2-4 all involve reversals:

  • Stopping > dangerous assault.
  • Seemingly invulnerable boss > weak spot.
  • Terrifying attack > weak spot exposed.
  • Allmost no energy > new attack introduced.

I think even Kirby’s Canvas Curse followed these conventions.

Here I am supposed to write something about that games designers should start thinking outside the box, and that these are just random conventions that could easily be changed.

But really, I think the current boss conventions work quite well because reversals are basically exciting, dramatic if you will.

Speaking at the Art Academy Friday the 17th

I am giving a lecture at the Royal Art Academy in Copenhagen on Friday February 17th at 13:00.

The talk (in Danish) will be about what video games can do: It’s about the half-reality of video games, and about the video game as a new medium for the creation of worlds and the expression of ideas.

More here.

Kgs. Nytorv 1, Opgang E, 2. Sal (Den Italienske Trappe),1054 K?benhavn K

Genre Blindness

Rune Klevjer has written the new DiGRA Hardcore column, about the issue of genre:

There is a curious lack of genre studies in our field, which strikes me as a bit of a missed opportunity. It means that variation, tension and significant detail too easily fall below the radar of academic game studies. It also means that we are less able to bridge the gap between the very specific and the very general, and less able to describe the connections between aesthetic convention and social practice.

Play Solitaire, get Fired

New York Mayor Michael Bloomberg fired office assistant Edward Greenwood IX for playing Solitaire at work:

“The workplace is not an appropriate place for games,” Bloomberg said. “It’s a place where you’ve got to do the job that you’re getting paid for.”

Edward finds it a little harsh:

“It’s not like I’m the only one that ever did this,” said the 39-year-old father of a toddler.

I think it’s time to review the computer use policies where we work. As a game researcher, I guess I can’t be fired for playing games but only for, say, reading a novel…

Skill and Chance

This may be too obvious to blog about, but the question of games of skill vs. games of chance just comes up often, and discussions invariably involve some confusion. Here is a simple way of explaining it:

Chance means two different things.

It’s the same issue with Roger Caillois’ distinction between Alea (chance) and Agon (competition) – after all, many games of competition also contain chance elements.

Chance can mean either:

  1. That a game contains a chance element or mechanic.
  2. That the outcome of a game is determined by chance (the game is not a game of skill).

And the two meanings are constantly mixed up. That’s all.

You and Your Mirror Neurons

Like mainstream media is beginning to cover games in more detail, some of the gaming press is becoming almost academic. Who would have thought – Gamespot has a piece on mirror neurons.

The article is a bit surprising in that it covers mirror neurons as a question of whether games lead to violence. As I understand it, mirror neurons aren’t really about being “copycat” of the actions you see, but about being able to simulate the actions of others in your head.

Incidentally, I was working on a panel paper proposal for CGDC in 2002 called “Mirror Neurons and Monkeys in Balls”, focusing on the kind of vertigo you experience when a monkey in Super Money Ball is balancing on the edge of a platform. Which is a clear example of mirror neurons at work. I just didn’t finish it.

P.S. For much more about mirror neurons, read V.S. Ramachandran’s article at Edge.org.