(Source: contextfreepatentart)
Shockingly Complex moral choices patented in video game
This patent is terrible and frankly rather fascinating. From a little later on:
Far too often these days, little feminized fanboys play little games at home as their Constitution dies, while real heroes are off dying in faroff lands for the fiatocracy. The present invention would allow them to play a novel form of game that would allow them to protect the US Constitution, and then, perhaps some day they might grow up to defend it in real life.
I seem to remember Anna Anthropy made a game about it.
(Source: contextfreepatentart)
There’s an Old Who two-parter that I saw recently: Revelation of the Daleks. At the time I was feeling like an ugly mean-spirited little organism, and yet, in a metamorphosis I can only attribute to the esoteric workings of great art, it left me feeling genuinely joyful.
Two weeks later and I have a problem trying to come to terms with this: Revelation of the Daleks is actually crap. The premise is absurd and nothing makes much sense, the choreography and acting is frequently horrible; within the first ten minutes Eric Saward has introduced nearly twenty different characters in search of eight divergent plots, but nothing happens until a further thirty minutes in - whereupon everything starts happening at once. The Doctor, instead of taking any appreciable action, ceaselessly removes and reattaches his gargantuan velvet cape, pausing only to be crushed by his own face:

The Doctor is in front of a large monument carved with a portrait of - himself!
DOCTOR: No. No.
PERI: Well, don’t you like it? It’s not a bad likeness.
DOCTOR: This is dreadful.
Later…
(The Doctor turns as the statue topples gently forward onto him)
So why do I still feel that Revelation was fantastic?
If you don’t know what’s going on.Here’s what Amnesty International says you can do right now:
1. Put social media to work:Please use social media including twitter and facebook to circulate the below suggested messages, tagging @aforgutu for AI Turkey:
.@Valimutlu Police use of force against #direngeziparkı protestors is excessive, unacceptable & breaks international HR standards @aforgutu
.@Valimutlu @RT_Erdogan Istanbul authorities must immediately stop police violence against peaceful #direngeziparkı protestors @aforgutu
Amnesty International’s issuing international call to its activists to take action over police violence in #Taksim #direngeziparkı @aforgutu
2. Voice your concern directly to the Turkish government by writing to the Turkish ambassador in your country:
Send letters to Turkish embassies in your countries (addresses and details of which can be found in this link: http://www.mfa.gov.tr/turkish-representations.en.mfa
3. Stay informed. This is an on-going process and seems likely to intensify.
We need your help to keep the world’s attention on these events.
We need your voices to put pressure on the Turkish government to end excessive and dangerous police action!
(Source: dimantez4ever, via marthur)
I made a twine game based on the time I played the first 20 minutes of Modern Warfare 2.
I love how this plays with imagination and interaction and authorship; reminds me fondly of Frog Fractions. The prose is lovely.
(via Free Indie Games).
so we are halfway through Book 2 of A:TLA and I am unreasonably invested in Iroh’s wellbeing
ok rebloggable version
http://uglysowwithhumanface.tumblr.com/ ask
do you believe it is possible for someone who did not play video games as a child - that is, someone completely unaffected by nostalgia - to become interested in/appreciate in-depth discussion and criticism of games and their aesthetics? for instance, take a hypothetical fifty- or sixty-year-old who is interested in postmodernism and is therefore used to appreciating hostility and bizarreness in art, but knows nothing about games. how would they be inducted into the, uh, “scene”, as it were?
Show them something that doesn’t have to be played for 50 hours before it turns interesting. A major reason people find games alienating is the absurd way they consume time. I have been obsessed with games for decades and I will be very honest: 50 hours spent reading amazing books or watching amazing films kick the fucking shit out of 50 hours spent playing any single game.
We have a problem, which is not admitting the degree to which we rely on games for anesthesia. They’re disposable alternate lives that slowly devour our real ones. “Gamers” are junkies, games are their junk, and there’s a kind of game criticism that’s primary function is enabling them to deny that. When we don’t ask more from games, it’s because we don’t want them to get better. We’re afraid of the world and we’d rather explore the boundaries of these fake, facile ones. We hate ourselves and we hate our bodies and we’d rather inhabit fake selves, fake bodies. We’re used to this being a lifelong habit. We take it for granted that we’re going to spend a thousand hours slumped in front of a screen, doing the same little actions again and again. People have made interesting things happen within that context, but so what? Try to communicate them to anyone who isn’t already hooked. “Slump here for a thousand hours and something cool will happen.” “Stare at this rock until the face of God appears.”
If we gain anything from playing games nonstop for the last XX years, it’ll be through thinking about them now, finding what’s good in them, and dragging the good out of the life-devouring structures in which it is entombed.
Short, interesting game: Murder Dog IV by thecatamites, Dys4ia by Anna Anthropy, Howling Dogs by Porpentine, “some Increpare game”, there are more, they are out there. You could show someone LSD: The Dream Emulator and I think they’d “get” it. You can drag out fascinating old games like Captain Blood or Kult by Exxos if you’re ready to talk about why ideas in them are interesting but the experience of playing them from beginning to end is less so (just be honest about it.)
If someone is “interested in postmodernism,” I think you can start a conversation with them about what’s happening when you’re simultaneously inhabiting a game/narrative as a character/actor and manipulating the game itself as an object.
yes i can talk in person language
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(Mystery Dungeon: Shiren the Wanderer, Image via MobyGames)
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