General

All the stuff that no one else wanted.

Wildstar

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I’m not keeping up with news out of Gamescom this week in a blogging fashion, but I absolutely, positively had to mention this, not because of the game attached, but because this teaser trailer totally blew me away. At the same time, it made me sad this is probably the only bit of animation we’ll get from this story.

Someone make this an animated series!

A New Site

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So I’m working on this browser game. It’s got a cyberpunk theme. I can’t be working on it all the time, and sometimes I want to discuss interesting aspects of the project, or about cyberpunk, it’s theories and implications, and other random yet related items. So I created a new site to house it all!

The Cyberpunk site at Levelcapped is where I’ll be posting a lot of this stuff, since it doesn’t belong here. Some people say that cyberpunk is on the out, but I think it’s only because it’s no longer fiction; we’ve got so many aspects of the core cyberpunk lore in effect in today’s world that the traditional cyberpunk mythos is too close to the truth for comfort. Still, if you’re interested in old-school cyberpunk, be sure to check back once in a while.

Podcastering

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All the cool kids podcast. It’s an extra mile to go beyond the blog. To me, it seems more immediate, more interactive, and more technically challenging then writing a static post and then trying to respond to comments in a timely manner while the topic is still…topical.

So I’m considering a Levelcapped podcast. I’ve actually been “considering” it for some time, but was stymied by a few participatory hurdles. First, it started off as a video cast, complete with a green screen (which I have), HD video (which I have) and editing software to pull it all together (which I have). What I didn’t have was a crew that wanted to do it as badly as I did. So it was back to the pure audio route. The problem was, I didn’t want to do a traditional ‘cast. I wasn’t sure what, until I started thinking about what I could do as a one man show. Then I realized that I might not have to…

The basic premise that I’m working on is this:

  • We’ll come up with a burning hot topic (or two) for the ‘cast, and we’ll post it here on the Levelcapped website. Comments will be closed, but we encourage people to build up a head of steam over the topic because…
  • When it comes time to actually record the ‘cast, we want you to call in and be part of the panel. We’ll take a certain number of callers (how we do that has yet to be decided) to be the participants in the week’s recording. If you don’t make the cut, don’t worry! You’ll still be able to participate because…
  • The ‘cast will be streamed live on LevelcappedTV. You can listen live, in real-time, and we’ll take your questions and comments to keep the conversation rolling. But live events aren’t for everyone, so…
  • We’ll be recording the process for polishing, and will make it available through the more fashionable podcasting outlets for consumption at your leisure.

I’m still working out the process with the help of the other NHGU folks. We need to run a few feasibility and technical tests, and we’ll be reporting back once we have more data on whether or not we can pull it off to our — and more importantly, your — discriminating satisfaction.

Meanwhile, if you’d like to leave some comments here with podcasting experience, ideas, or caveats, any and all input will be more than appreciated.

Back To You, Ted

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I’ve been recently overcome by the urge to produce some kind of video stream for the site. It’s pretty easy to do, these days. There’s a new page here which contains an embedded player from Livestream, a chat box to chat when the stream is live, and an on-demand library selection for when there’s actual videos in the library. I’m going to try to remember to start up the Procaster app whenever playing (and be sure to adjust the audio beforehand).

I’m trying to figure a way to take decent video of our trip to PAX East this year. We had limited video of the event last year, taken with my Kodak tiny-cam, but the damn thing crews through batteries like nobody’s business, and I don’t want to have to carry around a 24 pack of AAs. It’s always my luck that I need to swap the batteries in the middle of whatever event I’m recording.

I’m going to see if I can borrow my father-in-law’s hard-drive HD video camera, but barring that, I may have to resort to the old mag-tape workhorse that I have. It’ll be more difficult to transfer for editing, but I guess it’ll be better then nothing.

Moving

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As anyone who follows me on Twitter knows, I’ve decided to re-route Levelcapped.com.

I got the hosting bill this morning, and was shocked — SHOCKED — at the renewal price. They wanted a year’s commitment up front, which is more than I was willing to pay in one lump sum. I’m sure it was cheaper than paying in 1 or 3 month bursts, but there’s a real psychological factor at work, seeing that much cash go out the door. Plus I had to weigh the benefits and costs of hosting my own site: I could customize it to my liking, but I also had to deal with upgrades and such. So in the end, I decided that the benefits weren’t worth the cost, and have initiated the Transfer Protocol.

If you’ve never dealt with actually owning a domain name, consider yourself blessed. It’s gone from a fairly straightforward process of register and renewal to a byzantine affair involving secret handshakes and mind-numbing processes worthy of the greatest secret societies humanity has ever fostered. I had to unlock and un-hide the domain name, then obtain a secret code. The code was passed to the new registrar via duffel bag deposited at a pre-arranged drop point, which was then picked up by the new registrar’s currier and secreted away in some vault buried under a mountain, where it will be housed and re-released sometime in the next 14 days. Meanwhile, I’m driving this ghetto domain around; same engine, but different rims and bourgeois paint-job. Free hosting doesn’t offer all the bells and whistles, but the price is right.

The “official” Levelcapped.com domain will be back soon, so if you manage to see this, know that the levelcapped.wordpress.com domain won’t be the end all, be all, and once the official URL is back, I’ll update the RSS and all that for those of you who are kind enough to subscribe to my humble  and long-winded musings.

Thanks for the support.

A (Possibly) Triumphant Return To Britannia

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I frequently use Ultima Online as a poster child for many of the systems that I think should be examined by modern MMO fans when they complain about classes, levels and a lack of “things to do”. While not the first MMO, I regard it as the Granddaddy of the Modern MMO, despite it’s isometric camera. It was a sandboxed, open world, skill based, community driven game which featured housing, boats, mounts and more skills then one player could possibly master on one character.

Still in operation after 12 years, UO is truly the elder game in the MMO genre, but over time it’s had to adapt. it’s gained a tutorial zone and quests, among other things. These and other aspects have brought UO a little bit closer to what more recent additions to the MMO community would recognize as an “MMO”. Because of it’s dated graphics and weird camera choice, few gamers who cut their teeth in Azeroth would even consider taking a side-trip to Britannia.

Since I frequently use UO as an example, I thought it might be fun to revisit the first MMO I ever played (and beta tested, on dial-up, no less) and see how it’s fairs in today’s day and age. Also, I’d like to talk about the systems that UO uses that I remember enjoying 12 years ago. For people who have never played UO, it should be an easy way to stick one’s head in the window without committing to a full blown visit, and for those who have fond memories of the game, a way to either wax nostalgic, or complain bitterly about how much the game has changed in attempts to corral some modern MMO players.

Stay tuned!

Solidarity

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Being a gamer is a choice. It’s a lifestyle. It’s a hobby. It’s a passion. It’s a source of inspiration. It’s also a source of anger.

We live, love, eat, sleep, breath and dream of gaming. Our virtual adventures present us with problems to solve that we fall asleep thinking about, and wake up knowing how to solve.

It’s thanks to the Internet that we’ve found one another, which is something we tend to forget. There are those who are too young to remember the days when talking about video games in public was verboten, lest you be shunned, or even beat up. Believe it or not, there was a time when it was hard to find other gamers. Video games were sold in toy stores, which were the domains of little children, not teenagers or even young adults. If you had a modem, you might find other gamers on a BBS, or if you had a local users group, you might be able to find kindred souls in a church basement or unused library room.

The internet has allowed us to come together at the same time as gaming is maturing. Having expended it’s store of geeks and nerds, the industry turns to the mainstream, pulling the stereotypes of those that decades ago wouldn’t admit to playing video games: the moms, the jocks, the females. Being a gamer now is acceptable, and verily borders on commonplace when shopping meccas like Wal-Mart and Target get their own “exclusive” versions of pre-release titles. Anyone with an Internet connection can jump into the fray, playing online with strangers, talking about their favorite games, and coming together as a community.

But what has brought us together also can push us apart. Differing opinions were never much of a stumbling block in the early days of gaming because there wasn’t enough stock to diversify opinions, and any opinions to be had were rarely heard in large numbers. The Net has opened the doors for people to toss their hat into the ring to express their opinions, and to confront and engage those of differing minds. This freedom can, when executed in a controlled, civil manner, make us all better though exposure to points of view, if we’re willing to accept them on their own terms. When discourse turns to debate, and debate into partisan sniping, we lose what gains the Internet has given us: connections, friends, and solidarity.

If you’re old enough, think back to the times when heated exchanges over video games was impossible because there was no one to have them with. Remember when it was far less socially acceptable to talk about video games because they were considered toys that tethered children indoors and to the television. Remember how much of a relief it was when you did find another gamer that you could talk to about the things that you wanted to talk about, but otherwise couldn’t with the people around you. If you’re not old enough, then try it: unplug for a month. No blogs, no social networking, no news feeds, no digital downloads, no online gaming, no trips to GameStop. Engage your non-gaming friends, family and co-workers in discussions about gaming, and record their reactions, and then pretend that you can’t get out of that loop. 

We’re lucky that things have turned out the way that they have, and in a way and at a pace that we never could have imagined back when we enjoyed our gaming in isolation. We can’t take it for granted, though. This hyper-connectivity isn’t a conduit for anger, sarcasm or combat, and shouldn’t be used to isolate ourselves and others behind arbitrary walls of unwavering opinion. We’re all together now, sharing our experiences both good and bad. It’s the kind of togetherness that we wished we had when video gaming was first taking off, and that is something that we should not forget.

 

Just a footnote: We tend to get into some heated discussions on the net, which is perfectly fine because it signals our passion for the topic, but because it’s all walls of text, it’s often times difficult to really make the exact point that you want to make the way you want to make it and not have it read in a totally different way by people on the other side. It’s unavoidable. The key, then, is to remember that we’re all talking about things that we love, and while we all want to share our enthusiasm, the net is in imperfect vehicle for conducting our excitement and passion. We’ are all very lucky to be able to be able to have these discussions these days, and with the kinds of people we always wanted to have them with.

Talking Amongst Ourselves

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Our little local gaming group, the New Hampshire Gamers Union (NHGU) usually gets together every other Monday night to invade my house and drink my beer while we laugh our asses off at Minecraft videos. On alternative Mondays, we usually stay home and get together online to play Borderlands or some other cooperative title du jour.

We’ve been relying on Xfire for quite some time as the go-to gathering place. It helps us see who’s online, if they’re already in a game and, more importantly, has provided us with free voice comms. The Xfire vox servers are pretty damned good, but the past two online Mondays, Xfire has booted everyone during our prime time session. I’m not sure if this is Xfire’s new maintenance window, or if there’s general changes afoot now that Xfire is under new management, but the faith I once had in Xfire is quickly waning. I polled the group on their feelings for the service, and most people were really only using it “on demand” on Mondays for the voice. They weren’t using it for chat or game time tracking, and so none of them were really married to the idea of soldiering on under Xfire’s banner.

The key thing we needed was voice. We had used Ventrilo for some time when one of the guys was renting a server, but we didn’t want to have to foot a bill (we’re cheap bastards like that, I guess). We could host a TeamSpeak or Vent server on one of our own machines, but we’re old school, and still covet every bit of our own bandwidth. Steam’s voice chat was OK, but I couldn’t get it to play through my headset while game sounds played through the speakers; it was all or nothing either way. When put to the Hive Mind, a few people suggested we give Skype a try.

Skype isn’t a gaming vox application. There’s no push-to-talk (PTT) feature, for one. There’s no in-game overlay which tells you who’s speaking. The UI is horribly cluttered. But it sounds fantastic. We gave it a shot last night with a few folks who were online, and I think overall people were pleased. The lack of PTT didn’t really manifest itself, except when Mindstrike had to yell upstairs to his wife, but I guess that’s how they get you to buy headsets with mute buttons. Another good thing about Skype is that it incorporates a contact list and IM features. Since most of us were using Xfire strictly for keeping in touch with this group, Skype’s contact list serves that purpose well enough.

It may be that we end up running back to the comfortable bosom of Vent or TS in the end should the overhead or management of Skype be more then people are willing to put up with, but so far it’s a pretty decent solution with great sound and convenient features, even if it’s not specifically used for gaming. 

Welcome to the Haven

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Living as an expatriate in Japan, I often think of the things from my home country that I can’t get here. Usually it’s the little things I miss,  like Reese’s Peanut Butter Cups or cold cuts from the grocery store. But every time I go back to visit the States, I get the feeling that so many things have disappeared. They’re never things I can put a finger on, just small fragments whose absence speaks of some kind of subtle change. They create a kind of vacuum in my memory, but I can never seem to remember the shape that is supposed to fill them. It’s easy to notice the new things, like the chain store you’ve never seen, or a new kind of cereal you’ve never eaten before. Things that have just gone missing are harder.


One missing thing I do remember are the arcades of my youth. I realize that these probably disappeared before I left for Japan, but the reverse culture shock when coming home made their absence all the more stark in contrast. The arcades of my teen years were gone, replaced by huge, brightly lit rooms full of people who happened by after shopping. The new arcades seemed to be strategically placed in the mall, near a food court, or even as an extension of a CD/DVD/video game store, decorated in bright primary colors. The people walking through didn’t seem like the type who went there specifically to play video games. While I have no problem with gaming spreading to every corner of the globe and every type of person, this was different. The arcades I remember were dark, sometimes smoky, and didn’t share an entrance to the mall. It was almost as if the mall at large wanted to disavow any kind of relationship with the arcade. Those bygone dens were places of ill repute (according to my parents) grimy, and full of kids who propped their skateboards up against the game cabinets. We went there solely to play games like Rolling Thunder, Aliens, and Beast Busters. There was even an etiquette that existed. You had your jean pockets full of quarters, and always placed one on the screen if you wanted to go next. I have no idea how we all knew to do that, but we did. And they were gone.


Coming back to Japan after every trip to the States made me recognize the contrasts, and to my great surprise I found out that those arcades still existed. Sure, they’re different, but they are still the spiritual cousins of the lost arcades of my youth. They were so ubiquitous I almost didn’t notice. There are places that are small and smoky, that only carry the sit-down Street Fighter, or Gundam type game, and others that were gargantuan structures that could have housed a couple of airplanes,  staying open 24 hours a day. They sell the same crappy arcade food that I remember as a kid (albeit you can get grilled octopus nuggets and udon noodles in addition to hot dogs and pizza at the ones here), and attract the same shady and normal characters. Despite the huge advances in portable and home gaming technology, these places still thrive. I even see people come to the arcades just to play their DS or PSP. Sure there are the mall arcades filled with parents and kids, but the real arcades still exist.


Finding these long lost places in Tokyo opened my eyes again, and made me notice for the second time how many forms of gaming exist here. It’s a haven for the vanished game culture of my youth. Not only in the form of arcade games, but all video games. From the old school, to the cutting edge, to the black market. A real haven for the data that matters most to us. I want to share this haven with all of you. I hope you enjoy it.

Vive la Resistance! Adobe Enlists DOJ Against Apple

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It looks like Adobe’s earlier capitulation in the battle to get Flash on Apple’s iDevices may be have been merely a circling of the wagons and not a laying down of arms as people may have thought.


Boston.com today reports that the DOJ and FTC are considering casting the Eye of Sauron at Apple for potential antitrust activities regarding their policy of excluding third party development tools from being used to develop for the iPad, iPhone and iPod Touch.


At this point, I don’t think anyone really expects this to break down any walls to allow Flash onto the iPad. Apple has an uncanny ability to avoid business-altering legal situations. However, it’s difficult to deny that if this were Microsoft instead of Apple, they’d have already been in court, left court, and out paying restitution.


Just between you and me, it’s fairly obvious that Apple is getting away with, well, murder. Murder of choice being the most obvious:

[L]ast week, [Adobe] said Apple’s “attempt to position this solely as a technology issue is a smoke screen.’’ Instead, Adobe said, Apple was trying to protect a business model that locks developers and consumers into its tools and services.

For anyone who has followed this saga from a developers point of view, you also know that Apple’s policy of “their tools only” has cast a wide net that could block other development tools such as Unity 3D from authoring games and apps for the iDevices. Unity has already provided several excellent games for the mobile platforms, including Ravensword, an Elder Scrolls: Oblivion-style RPG that has given me hours of enjoyment – and has earned Apple a little bit of my money.


Considering Job’s comments on the subject of Flash on the iPad – which have been nothing short of confrontational, almost comically defensive in that nervous laughter kind of way – getting Flash on the iPad is nothing more then a business decision and not a technological one. If Google can get Flash working on it’s Android tablet prototypes, and Apple can’t…does that mean that Apple’s engineers are inferior to those at Google? Does Jobs badmouth his own people by saying that Flash can’t run on the iPad?


Regardless, as much as Flash can be irritating, a win by Adobe in this situation could open the way for other methods of app delivery on the iDevice lineup. I’m looking at you, Gaikai.

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