Monday, March 06, 2006

Sorry for the Long Delay Between Posts

I would have posted much more in the past two weeks save for a couple of big events that have occurred.

First, I have moved from South Los Angeles, the Crenshaw area...to be specific right across the street from Dorsey High School (alma mater of Chili Davis). Information about the school can be read here.


I now live in the suburban conclave of Glendale, where the cops ride in their cars without partners beside them. I no longer hear the thrumming of helicopter blades as I go to sleep. Gone are the sounds that I wonder whether they are gunshots or fireworks. They were usually fireworks. Now I live a block from Porto's.

Life is good, but my computers (laptop and desktop) are packed away.

Second, I was attending the California Council for the Social Studies Annual Conference in San Diego. I apologize to Professor Shugart for not harrassing him for a lunch meeting, but I was dog tired and sans communication devices. I was there for my day job promoting youth civic engagment (read VOTING) talking to teachers about using a 4 lesson curriculum the Non-Profit I work for designed. The curriculum is an attempt to get young people interested in voting.

So I have been busy unpacking and working and that is why I have been absent. I will attempt to address the problem with a book review or two in the next day or so.

Wednesday, March 01, 2006

Friends, the Internet, and MMORPGs

Before I moved to Los Angeles, six years ago this August, I lived in Reno, Nevada, a college town that thinks it is a casino resort destination. Not that Reno doesn't have some very nice casinos, it does, it's just that as nice as they are...Reno is no Vegas. Then again, when it comes to quality of education...Vegas is no Reno.

While I was a college student in Reno, I made some very good friends. Two of whom are members of this blog community, Rob (Robert Barker) and Logan 5 (Patrick Ditton), and one who stops by for a visit every now and then (John Ford). These are the friends who I have managed best to keep in touch with, and I largely have the internet to thank for that.

But Fritz's last post regarding the Dungeons and Dragons Online game, I am indeed preparing an article about it but want to get some post-move play time in first, reminded me of one of the ways I had planned on using the internet to keep in contact with friends.

As you may have guessed, I am a gamer, but unlike the l33t masters of a single game I am a gaming renaissance man. If it is a game, chances are I have played it at least once or at least am familiar with it because a friend of mine has played it. I enjoy playing games for the new experiences they offer, but I also like them as cultural artifacts. The mechanics/tone/setting/subject of a particular game can tell us a lot about the game designer's (and our own) thoughts about the subject of a particular game.

Take Chess as an example. Chess is one of the most popular abstract simulation of war played in the world. The construction of its rules tell us that the "inventors" of the game felt that their are two central variables to winning a military conflict. First, you must control territory. Chess is, after all, a territory control game. Second, the elimination of the "highest ranking" piece of your opponent's army grants victory. The capture/trapping of your opponent's king is the only necessary condition for victory. That is a very simple beginning to a conversation of what Chess tells us about warfare, there is much more that can be discussed, but you can see the point. Any time a game deals with real world subject matter, it is by nature of its being a simulation of that subject matter a commentary or description of that subject.

Even when the games deal with entirely fictional subjects and situations games can tell us a great deal about the society that created them. That is why I love games, all kinds of games.

When I moved out of Reno, I had hoped to use a game to keep in contact with some of my friends. It seemed like a natural communication medium. My friends Josh and Rob both were signed up, as was I, to a MMORPG titled Asheron's Call. Like many MMORPGs, Asheron's Call is an open ended game with the ability to type text, alsolike many there were supplemental programs that allowed users to talk via microphones with other players. It was my hope that my friends and I could meet up online and catch up on what was going on in each others lives.

I had failed to take into account two things, among others I am sure. I failed to understand how much my friends', and my own, schedules would change after I moved. With Rob in Philadelphia going to Law School, me attending Graduate School in Claremont and working at a non-profit during the day, and Josh returning to school (as well as preferring odd times to play online), it was all but impossible to keep in touch using Asheron's Call. I guess we could have scheduled a regular weekly meetup, but the game design of AC didn't reward that kind of behavior. The second thing I failed to predict was how much better some of the newer MMORPGs would be. I haven't even looked at the Asheron's Call box in five years, let alone played a game. The monthly subscription cost that each MMORPG has limits the number of MMORPGs that a reasonable player will subscribe to at a given time.

I currently limit my self to two MMORPG subscriptions. Largely because my online game time is about 5 hours a week (max.) and I don't want to spend money on something I am not using. At 10 hours a month per game at $15.00, I am getting more than my movie equivelent value (MEV) of entertainment. MEV's are based on one movie costing approximatly $10 and providing 2 hours of entertainment. All of my entertainment purchases are done in MEVs. (I will do a more complete post on MEVs later). Needless to say $30.00 had better provide a minimum of 6 hours of entertainment value to meet the MEV formula, and the nature of MMORPGs mean that approximately 40% of game time is spent either "crafting," training, or getting to where you want to go.

The internet is a great communication tool, but like any other it requires effort to make it useful. I am still in contact with some friends thanks to the internet, but there are others whom I have lost contact with and that saddens me. I still think of those I have lost contact with as friends, just ones I have to hunt down and reconnect with.

So Sean, Robert June, Josh, and everyone else I am currently out of contact with, if you happen to be browsing through blogger and find this leave a comment in the comments section.

Christian Johnson would love to hear from you.

Thursday, February 23, 2006

Is the World Ready for Major League Gaming?

According to the Wall Street Journal, Major League Gaming Inc. (MLG) has received $10 million in funding to use in its efforts to elevate videogame playing into a professional sport.

Let us leave aside the question of whether playing a video game is a sport at all, let alone a potentially professional one. Rather let us ask whether the world is ready for the professionalization of what is primarily a hobby.

There is an inherent competitiveness in the mindset of most gamers. If a gamer is skilled at a particular game, then he or she wants to show off their skills. One need only spend a few minutes on Xbox Live listening to the taunts of players to see how seriously some gamers take their entertainment. Those of us who grew up with the Atari 2600 remember the Fred Savage film The Wizard and fantasized about becoming famous for our leet Nintendo skills.

For certain, there is an interest on the part of the "sportsman" with regards to professional gaming. Who wouldn't like to write off the expense of their Xbox 360 when filing taxes, let alone get paid to play?

The types of games MLG will focus its competitions on, games like Halo 2 and CounterStrike, are certainly exciting games that require quick reflexes, good manual dexterity, and well-honed skills. These are features that guarantee that the "sport" will be able to develop and promote specific atheletes. If they are lucky, these gamers will have eccentric and interesting personalities.

The question then becomes one of audience. Will anyone pay to watch other people play video games? If G4's Arena is any indication, the evidence is mixed. The show doesn't offer large prizes, it doesn't command a large audience, and it perfectly displays the difficulty of creating play-by-play analysis of gameplay. Can MLG become a televised circuit competition like NASCAR? Only time will tell, but I doubt it.

More likely, the professionalization of video games will follow a path similar to that of professional Collectible Card Game events. The cash prizes will largely be paid by the video game manufacturers and be tied to new releases. I see the development as more a grassroots occurance than a national one. Even if MLG becomes successful, they would do well to remember that even the most successful professional sports began at the grassroots professional level.

I don't know if the audience is there for a league, but I am willing to watch and find out. I do know that gaming still has a lot of PR work to do in order to overcome the negative reporting done by much of the news media. A truly successful league will have to fight against negative PR to promote the sport and will face opposition from those who see gaming as a waste of time or as a contributor to youth violence.

One think is for sure, given my skill at most video games, I won't be among the first generation of video game "atheletes." I would be pwnt by all but the least skilled newb. To paraphrase Breaking Away, "to many people 'professional gamer' is just another joke, but to me it's another thing I can never be."

Tuesday, February 21, 2006

DVD Review: Doom: Unrated


Doom wasn't the first first-person shooter (FPS) video game, but it was the game that defined the genre. In the action packed shooter, scientists experimenting with Star Trek style matter transportation accidently open a portal into Hell. Video game players around the world battled demons who had been released as a result of this accident. Doom was a veritable clinic in how to combine action with horror. At the time Doom was released there was very little, in any medium, that could compare to the nervous, frightened, excitement players felt while playing the ground-breaking FPS.

In 2005, over a decade after the original video game release, the film industry released a theatrical version of Doom. The film was a large financial disappointment. With an estimated budget of $70 million, the film only managed to bring in a domestic gross of $28 million. It appeared that fans and critics were disappointed with the Hollywood version of the classic shooter. But it is common knowledge that DVD sales have replaced box office as the primary revenue source for films. The Doom DVD was released on February 7, 2006, uncut and with added documentary features.

At first glance, Doom looks like a perfect popcorn film, guaranteed to entertain. No one expects a movie based on a video game to have important social commentary. The Rock, a very entertaining and charismatic actor who has proven to be a box office draw, stars in the film and his inclusion brings the promise of humor and athleticism. Karl Urban, the hunky Eomir from the Lord of the Rings movies, stars as Reaper. The very pretty Rosamund Pike, recently of Pride and Prejudice, adds a character who contributes to the drama of the film. Beauty, brawn, a box office draw, and affiliation with a successful license, it seems like a match made in marketing heaven.

But apparently Andrzej Bartkowiak has opened his own little portal to Hell and has decided to make Doom fans everywhere suffer. This film misses the mark in so many ways that it would take to long to list them, but the potential viewer at least deserves a couple of highlights.

The first mistake Doom the movie makes, is to leave its source material behind. "Scientists accidently opening a portal to Hell?" the producers ask. "No, no, that is unrealistic. Hell should be metaphoric. Let's have the 'hellspawn' be the product of genetic manipulation." After all, what fans of Doom want to see is an adaptation of Resident Evil that takes place on Mars and not an adaptation of their favorite FPS.

Doom begins with a team of marines being sent, via an archeologically discovered transporation device, to Mars to investigate an outbreak at a scientific laboratory on Mars. From there, the action begins. Or at least that is what is supposed to happen, you know...action. In the spirit of Aliens, the marine squad is whittled down one by one, but unlike Aliens it's through a rather boring set of scenes that in which this whittling occurs. There is little to no tension and no horror in this horror/action film.

The film features a gimmick that fans giggled about the most prior to the film's release. There is a five-minute long first-person shooter perspective sequence where the audience becomes Reaper. Ironically, this segment is more entertaining that the rest of the film. One could argue that this is because the director of this sequence, Jon Farhat, has a better understanding of pacing and tension. In fact, I watched this segment of the film three times.

Doom commits the one sin that is unforgivable in an action/horror film. The movie is just plain dull. It's hard to explain why the film is so dull. There is no one flaw that makes it so, like being overly "talky" which Doom most certainly isn't. It's a combination of things. The film fails to frighten, it fails to excite, and it fails to make the audience laugh. Okay, I laughed once, but if I tell you when it will be a huge spoiler for those brave enough to journey through the Hell that is Doom.

The DVD contains a few, very interesting, documentaries about the making of the movie, including one about the FPS sequence. These are well worth watching if you are a Netflix subscriber. The unrated version adds a little more gore, some unneccessary (and not even worth it) nudity, and a spoonful more boredom to the original.

Friday, February 17, 2006

Book Review: Marked for Death by Matt Forbeck


January 2006, as a part of its growing line of Eberron themed novels, Wizards of the Coast released the second part of Matt Forbeck's The Lost Mark trilogy. The Road to Death is the sequel to 2005's Marked for Death and picks up where the action of the first novel left off. Fantasy is filled with book series and when the latest book in a series arrives there are usually multiple reviews of the newest offering. The same is true in this case. You can read a very thorough book of the month club discussion over at Essential Eberron. What is usually lacking are "reminder reviews" of the first book in a series. After all, readers who don't discover a series until the second book is released will have to decide if they desire to catch up.

Marked for Death is a shared universe media tie-in story by Matt Forbeck, a long-time veteran of the role-playing game industry. Marked for Death is a part of Wizards of the Coast's marketing efforts to promote their newest campaign setting for the Dungeons and Dragons game. Forbeck's novel takes place in the Eberron world, like the other novels in the line, but does not share any protagonists with the other books in the series.

The Eberron world is a fantasy environment in which combines elements of pulp and detective/noir fiction with traditional fantasy tropes. A nice, if reductive, analogy would be to say that Eberron is like a fantasy version of Earth just after the First World War, or the Last War as it is called on Eberron. The magic of the world is pretty much what one would expect in a Dungeons and Dragons based fantasy novel with two exceptions. First, in addition to its traditional role in fantasy, the magic of Eberron has also developed in a manner similar to that of technology in our world. Powerful magic is still limited to trained users, but architecture and technology incorporating minor magic effects are common. Second, some aristocratic bloodlines in the world have magical powers associated with their ancestry, the so called Dragonmarks. Most individuals who bear a Dragonmark are members of an aristocratic family associated with one of twelve well established Marks. There are currently twelve such Marks, the aristocratic status of which was determined long ago during war between Dragonmarked houses. It was during the War of the Mark that one of what were then thirteen Dragonmarks was destroyed, the aptly named Mark of Death.

It is with this background that Marked for Death begins. The story focuses on the friends and family of a man named Kandler, a veteran of the Last War. Kandler lives with his close friend, the semi-lycanthopic "Shifter"Burch, and his step daughter, an elf-child named Esprë. This small band lives in a community that borders what was once one of the great nations of the world, but which is now a land of dust and death having been destroyed in an almost nuclear cataclysm at the end of the Last War. Recently citizens of the town have been disappearing mysteriously, and Kandler's step-daughter has manifested a Dragonmark now that she has entered puberty. Things are very tense in the small border community, but things are about to get worse.

Two groups of strangers have, by different means, discovered that the Mark of Death has reappeared and have come to the border community in hopes of capturing the person bearing the Mark. One group desires to keep the Mark out of "evil hands" and the other desires to conquer Eberron.

From this point on, the novel becomes a pursuit/rescue narrative very similar to the Carson of Venus tales by Edgar Rice Burroughs, both for better and for worse. Esprë is captured, rescued, and recaptured no less than three times in Marked for Death which can lead the reader into some frustration. Forbeck is attempting to build the cast for the series while simultaneously maintaining a cliffhanger narrative. This is not an easy task and Forbeck does a yeoman's job of it. Forbeck's narrative style is crisp and easy to read and moves at a breakneck pace. The reader isn't left with much time to breathe. Surprisingly, Forbeck manages to insert a good amount of character development into the narrative and the reader leaves the book caring about the protagonists more at the end of the novel than at the beginning, but the character development is tied tightly to the romantic B storyline. By tying much of the character development to the romantic storyline, Forbeck underdevelops one of the more entertaining characters in the book, Burch. Readers might find Burch fun and exciting, but he is a friend we see but don't yet know.

Forbeck, like many writers in the Eberron series, has his repeated descriptive line. In Keith Baker's City of Towers, the overly repeated event was the protagonist being disarmed. In The Crimson Talisman, Adrian Cole seemed to call every weapon, long or short, a dirk. Forbeck's characters sure seem to spend a great deal of time with their head in their hands, often shaking the head at the same time. But this is really a small complaint.

A good deal of Marked for Death is devoted to establishing, and raising, the stakes for the future volumes in the trilogy. Forbeck does this every well and made this reader hopeful for the series, but slightly dissatisfied with the original. Like the Carson of Venus stories, Forbeck seems too focused on the A narrative and forgets that readers like to have some small resolution at the end of a story. I wanted at least a minor story arc resolved.

Aristotle says that every story has a beginning, a middle, and an end. Marked for Death is merely a beginning, but it is a good beginning. If you read Marked for Death when it was released, the months spent waiting for the next volume were impatient months. The impatience I feel is sign that Forbeck effectively set the stakes for the reader. But if you're anything like me and find waiting even one week for the continuation of a narrative too long, you might want to wait until the series is finished to start reading them.

Wednesday, February 15, 2006

What is the Purpose of a Blogroll?

Professor Shugart over at Fruits and Votes made and interesting observation the other day during a discussion of recent changes to his website. During a discussion where he mentioned his criteria for updating his blogroll he stated, "I suspect I use the blogroll far more than any readers do, so if I don’t like a blog, why blogroll it?" Which hit on what I consider to be and underlying argument for purpose.

Professor Shugart, who I agree with on this proposition, is arguing that the primary reason for a blogroll is a kind of shared bookshelf for a particular blog. A blogroll in this paradigm would be a list of blogs that the author enjoys reading, or at least visits regularly, that he or she thinks people of similar interests might visit. But whether others visit the sites or not is of little consequence because the utility to the host blogger is sufficient reason in this model.

As I stated, I agree with this model, which is why our primary blogroll is so diverse. I have few, but a couple, of partisan/political blogs. On the left there is Daily Kos and Liberal Avenger. While on the right, we have Moxie and Odysseus. There are a couple of blogs by people who are conservative/liberal, but that the blog is of a pop-culture/personal opinion orientation, Cathy's World and Luke Y. Thompson's blog come to mind. A couple are extinct and will soon be eliminated. Right Wing Dodger Fan is a co-worker with the man who directed Ace Ventura, so I hoped he would post, but he hasn't in forever so I will remove him by the end of the week. Most of our blogroll links hit sites covering my, and others, interests on this blog and account for my daily routine. I visit Fruits and Votes for some quantitative and qualitative electoral model discussion, along with conversations about fruits and baseball. There are screenwriting blogs by the aspiring, the direct to DVD employed, and the blockbuster author. Things that interest me.

But I also have a separate blogroll which fits into another paradigm. For me it is what I would term both and "advertisement blogroll" and a "potluck blogroll." I signed up for the "homespun bloggers" link with two hopes in mind. First to increase readership of our bizarre corner of the web. Second, to find new things to read.

So it seems to me that blogrolls can serve three purposes, or combinations thereof: the living bookshelf, self-promotion, or grab bag. The question is, "is there some kind of moral/ethical standard which should be applied to blogroll use?"

Is there a kind of sleazy factor to the person who joins large cycling blogrolls, if they never intend to visit other sites on the blogroll?