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The Entertainment and Leisure Software Publishers Association released a white paper yesterday whimsically titled "Chicks and Joysticks: An Exploration of Women and Gaming." On the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhere. It is how most of us conceptualize a simulation. We talk to the illusion of a world with many concurrent activities and a speak least metaphorically, to the agencies that can live in such places (e.g. of Non-Player-Characters and Player-Characters interacting with shared world state). In the fact of today, however, such parallelism is a fiction - most games are implemented within a single simulation thread (they just iterate through all the objects quickly but in sequence... "butcher before baker before the cat jumps over the moon..."), but this is likely to change, perhaps very soon.

This too is not unique to the study of games. One of my most pressing critiques of a great deal of writing about “colonial discourse” is that it tries to emulate Edward Said’s Orientalism by cobbling together a few cherry-picked quotes from a smattering of thinly-related texts to pronounce the existence of a “discourse”. On the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhere. It is how most of us conceptualize a simulation.

So the "ludology" vs. "narratology" debate has flared up again, along with accompanying feuding over whether "game studies" really is or should be a discipline. Markku Eskelinen 's reply to Julian Kucklick (via Ludology) is only one of the stones that Kucklick's review of the anthology First Person has set in motion. Jasper Juul also has replied to Kucklick at his weblog.

With software license costing so much, game developers rely on selling IP to a Publisher in order to get development capital to produce a game. Because of the developers obligations to their market, the game must be popular and so this reversely but directly affects the design of the world itself. If we want to explore other kinds of worlds, other kinds of games, then open-source will help us a lot. I believe game development budgets should be spent on humans, not on third-party code. On the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhere. It is how most of us conceptualize a simulation.

In this interview I talk to Julian Oliver aka delire who is an artist, free-software developer, composer and media-theorist working with game technology. On the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhere. It is how most of us conceptualize a simulation. We talk to the illusion of a world with many concurrent activities and a speak least metaphorically, to the agencies that can live in such places (e.g. of Non-Player-Characters and Player-Characters interacting with shared world state).

A business-oriented case study of Kuma Reality Games can be found in the August 2004 Inc. Magazine (online here) - it describes PR and branding issues arising from their experience. Kuma's vision is... On the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhere. It is how most of us conceptualize a simulation. We talk to the illusion of a world with many concurrent activities and a speak least metaphorically, to the agencies that can live in such places (e.g. of Non-Player-Characters and Player-Characters interacting with shared world state). In the fact of today, however, such parallelism is a fiction - most games are implemented within a single simulation thread (they just iterate through all the objects quickly but in sequence... "butcher before baker before the cat jumps over the moon..."), but this is likely to change, perhaps very soon.

Richard Garriott, father of the online gaming industry (Ultima Series, Origin Systems, NCSoft), will discuss building new intellectual property. If you are like most of the audience, your reaction is "WTF??" On the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhere. It is how most of us conceptualize a simulation.

However, this is misleading when examined in isolation. To return to Willard's original muse, and to Robert MacMillan's hint: the virtual threads of interconnectedness are multi-layered, from cell phones to chatrooms, leading to a foggy but resiliant virtualized space. On the one hand this may seem like technical arcanum, but note that we all often pretend this point in our discussions and comments on Terra Nova and elsewhere. It is how most of us conceptualize a simulation.

We saw some of this with London, as was reported, a modest chat room went a long way at building confidence within the regulators in how well the London financial system was coping. I submit for your comments the idea that the reason many developers have a hard time finding anything of value not only from researchers, but often from their own players, is that they are, in effect, seeing a different world, all the time. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.

...what's remarkable about these events is the massive role all forms of (computer-mediated) communication are playing in drawing people together, uniting communities, summoning help, giving reassurance and contributing intelligence to the current investigation. I submit for your comments the idea that the reason many developers have a hard time finding anything of value not only from researchers, but often from their own players, is that they are, in effect, seeing a different world, all the time. They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.

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