Thursday, February 15, 2007

The Wright Stuff - Popular Science

The Wright Stuff - Popular Science

Incredible interview with a really smart guy, Will Wright, creator of Sim City and The Sims:

Highlights:
How much is the game based on established scientific theory, Darwinian evolution or what have you, and how much of it is more seat-of-your-pants?
I think the rough arc of life in the game is a pretty accurate though caricatured representation of reality, in the way life evolved from single cell to multicell to intelligence. Specifically on every level that kind of depends on what you're looking at. The evolution part of the game, the player is actually designing the creature, so in fact it's almost like intelligent design rather than pure evolution for your creature. The creatures around you are in fact kind of evolving more naturally, but in fact behind them of course are intelligent designers making the specific versions. Once we get up to the civilization level it's kind of an abstraction of human history. What are the different ways in which humans have built larger and larger groupings of people? We've done it militarily, economically, culturally, those are represented in fairly abstract terms. Once we get to space the scope of the size of the galaxy is an interesting little model of the real galaxy in terms of the distance between stars, the type of other objects you have up there, planetary nebula, black holes, stuff like that are fairly accurately represented in terms of their distribution in the galaxy, the number of stars we're dealing with is actually a very small fraction. Even though we have millions of stars in our galaxy, it's a very small fraction of what a real galaxy has. But still from the player's point of view they're both still huge numbers – almost inconceivable. Unless there's a compelling reason to break reality we've tried to follow reality, but again, in a caricatured format.


Let's talk about the content sharing system, since that's one of the coolest things in the game. Can you explain how that works?
Every time the player makes something in the game – creature, building, vehicle, planet, whatever, it gets sent to our servers automatically, a compressed representation of it. As other players are playing the game we need to populate their game with other creatures around them in the evolution game, other cities around them in the civilization game, other planets and races and aliens in the space game, and those are actually coming from our server and were created by other players. so there's an infinite variety of NPCs that I can encounter in the game that are continually being made by the other players as they play. And whenever I encounter this content I actually end up building a little card deck in the game that we call Sporepedia, there's a little card to represent every piece of content, every creature, every building, every vehicle, and I can see who made that. I can see what its stats are. I can bookmark that person if I like their stuff and have their stuff… like I can find my best friend and say make sure my best friend's stuff comes into my game, so I encounter their worlds first. So it's almost what we were seeing people do with The Sims, where they would go browse web sites looking for cool stuff and then download it, except we kind of burn it all into the gameplay. I don't have to leave the game, put it in my folder, go browse the web – it's now part of the gameplay experience.

One of the oddball things about Spore, when you look at it, it's sort of a single-player massively multiplayer game, which seems at odds… I kind of like the idea that I won't be killed by a 14-year-old who has more skills than I do, but did you consider having it live online player versus player?
We thought about it. In fact, technically, based on all the stuff we've already done for it, it wouldn't be very hard at all. We've already solved all the hard problems we would need to do a persistent online world version of Spore. The hard part is, what happens when you come to a planet and the planet's offline? Which would be the case. In fact, one of the reasons why I kind of went down this path is that nobody has really explored the hybrid model. And this really is a hybrid, it's what we call a massively single-player game, where we try to get the benefits of an online game, which is all the people building the world collectively together, without the liabilities, which is that the 14-year-old can kill you or that you've invested all this time in your planet and somebody comes along and blows it up, and therefore you had to put everybody on the same level treadmill. And I hate these level treadmill games, and I wanted the players to feel really empowered. You know, you have this whole universe and this UFO and you really want to go out there and do epic things, but in an online game you couldn't. So trying to get the best of both worlds, figuring out what the sweet spot is between the features available through a shared universe experience and then the power available to a single-player experience. The intersection of those two things is kind of where Spore ended up and why it ended up there.

....
So the prospect of getting them to actually subscribe to a game for $10 a month was a very difficult business proposition to these people, who a lot of them don't even have credit cards. I mean I'm a hardcore gamer and I don't subscribe to any online games, and getting a casual player to do the same, it's totally different.

I find I don't subscribe to World of Warcraft – I appreciate what they did, but I have maybe a half hour to play, an hour to play, on my own schedule. I can't join a guild and make commitments – I have enough trouble keeping commitments to my own family.

Oh I know - same here!
And it seems like gaming more and more is slotted in, as opposed to the kid playing obsessively.

I think it's more interstitial time now, where you have these little tiny blocks of time that you carve out that you want to play a game in. I mean, that's why I play Battlefield all the time, because I can sit down and play half an hour of Battlefield, it's really satisfying and I don't have to worry if I never play it again for another two months. I'm not paying anything, nobody's waiting for me, no commitments. I can have a nice half-hour satisfying experience.

....

Do you see Spore, or the rest of your games for that matter, as being educational?
I think in a deep way yeah – that's kind of why I do them. But not in a curriculum-based, 'I'm gong to teach you facts' kind of way. I think more in terms of deep lessons of things like problem-solving, or just creativity – creativity is a fundamental of education that's not really taught so much. But giving people tools… what it means to be human is to learn to use tools to basically expand your abilities. And I think computer games are in some sense a fundamental tool for our imagination. If we can let players create these elaborate worlds, there's a lot of thought, design thought, problem solving, expression that goes into what you're going to create. You know, I think of the world of hobbies, which isn't what it used to be. When I was a kid, you know, people that were into trains had a big train set and they spent a lot of time sculpting mountains and building villages, or they might have been into slot cars or dollhouses or whatever, but these hobbies involved skill, involved creativity, and at some point involved socialization. Finding other people and joining the model train club, comparing and contrasting our skills, our approaches. And I think a lot of computer gaming has kind of supplanted those activities, they have a lot of the aspects of hobbies. Especially the games that allow the player to be creative and to share that creativity and form a community around it. I think just in general, play is about problem-solving, about interacting with things in an unstructured way to get a sense of it and what the rules are.

Which is counter to current trends -- educational philosophy seems to have taken a huge step towards the three Rs, the basics, what you can regurgitate on a standardized test. And this seems to be going back to process-oriented education, where you're learning problem solving.
And a lot of it also is… you know, some of the most effective education is failure-based, where you're given a system and you can manipulate it and explore different failure states and success states, and all that. Most of our educational system is designed to protect you from failure. You know – here's how you write a proper sentence, here's how you do a math problem without failing. So basically, they don't let you experience failure. Failure is seen as a bad thing, not as a learning experience. And even when you get to the professional world, things like architecture, engineering, industrial design, they teach you how to do it the right way. Where it used to be you would build five bad buildings and they'd fall down and you'd learn yourself – that was more the apprenticeship, craftsmanship model. You'd build 20 bad chairs but eventually learn how to build a good one because you would learn the failure states yourself, inherently – you'd experience them directly. Whereas when you go to engineering school they teach you how not to fail, so you're never directly experiencing those failures. It limits your intuitions. Whereas a kid playing a game – the first thing they do is they'll sit there and play five or six times and learn from that, and they learn at a very core level in a very different way. They've actually explored the whole possibility space. It's not that they've been told 'don't go there because you'll fail' and so they never go there and never experience it directly on their own. They're encouraged to do that all on their own, in fact they're directly building that possibility map.

...

Where do you see gaming moving in the future?
One thing that really excites me, that we're doing just a little bit of in Spore… I described how the computer is kind of looking at what you do and what you buy, and developing this model of the player. I think that's going to be a fundamental differentiating factor between games and all other forms of media. The games can inherently observe you and build a more and more accurate model of the player on each individual machine, and then do a huge amount of things with that – actually customize the game, its difficulty, the content that it's pulling down, the goal structures, the stories that are being played out relative to every player. So in some sense you're teaching the game about yourself and it becomes kind of your ultimate playmate, in terms of knowing 'oh, I think you'd enjoy this' or 'try that,' and it's kind of playing against you. You and I might buy the same game off the shelf one day, play it for a month and, a month later, our games are almost unrecognizably different – because yours has evolved to fit and entertain you, and mine has evolved to fit and entertain me. And I think that's something that's going to be a fundamental thing about games about ten years from now, because we're just starting to see that more and more at this point.

....

Cooperative gaming is pretty rare at this point, which seems like shame. Because if I want to play with my kid, I don't necessarily want to be blowing his brains out.
And games are one of those funny things where it can be a very social experience relative to like sitting there watching television together, it's amazing. Just watching kids in front of their game consoles, how much intense socialization they go through. Playing Mario Kart or something, even when they're competing, it ends up being a bonding experience. And I think most people see first-person shooter multiplayer games as this very aggressive thing, but in fact if you look at the group of people playing kind of before and after, it feels much more like a bonding experience, they're having a shared experience, even though they're shooting each other in the game, it's really like they're playing cowboys and indians or tag or something. From their point of view it's not like they're hurting each other and having a fight, it's that they're sitting there playing this sport together, and they come away all having this shared experience.

...

Relevant how? Socially?
Socially, yeah. Getting people more connected to the real world through gaming. Because I think we all live in our own little bubbles, we have our own little lives and there's this whole world out there of things happening that we're kind of dimly aware of. We might pick up the paper or watch the news. And it's a complex world. A lot of very strange twisted dynamics, interesting things, very important things that are going to shape the future that our children live in. And that if you could just get everybody to be a little bit more aware of the world around them, and how it works, and have that feedback in to the course the world is taking, gaming could be an incredibly powerful mechanism for steering the system.

....

It would be interesting if all your virtual lives could intersect.
It's a simple idea of having cross-game compatible avatars – I've talked to quite a few people about that idea.





Thursday, December 28, 2006

Category: Very cool sites

meebo.com
I've been looking for a way to sign on to IM when I'm not at my own machine for the last couple of months, and the different IM providers seem to be hell-bent on making that as hard as possible. They want you to install their client on every machine in the world... (don't believe me? try searching for a web-enabled IM login from the site of one of the services.)

Meebo is the web equivalent of Trillain (but much lighter, of course)and allows you to sign on to multiple services at once.

Finally!

Friday, August 11, 2006

Very cogent analysis of a messy subject. It's unfortunate that our own government seems incapable of "getting the joke."

gamesindustry.biz
Daily Update
10/08/2006

If you walk into a store in the United Kingdom to pick up a copy of Capcom's eagerly awaited Xbox 360 title Dead Rising, you'll find that the methods of dispatching zombies available to you in the game are somewhat, well, unadulterated. Smashing undead skulls into the floor and lopping heads off with well placed scythe slashes are only two of the many, many carnage related options which will be open to players of the game, which borrows many of its cues from classic zombie movies such as Dawn of the Dead.

The interesting thing about this level of violence and gore isn't that it's present in the first place - after all, zombie films and other horror and action movies have been blowing apart the undead in showers of claret for decades, and "decency" campaigners seem to have given up on moaning about escapist fantasy movies quite some time ago. No, what's interesting is that despite the game having a rocky time with censorship and ratings boards elsewhere in the world, in Britain it will be released entirely uncensored, with not a single change to the content.

That's a situation which movie aficionados have gradually become used to in this country; the British Board of Film Classification, empowered by the excellent if sometimes weakly enforced age rating system which is applied to media in the UK, has been passing more and more films without cuts. Instead, films are rated 18, and the board takes the view that if content is not clearly going to be harmful to adults, then adults should be permitted to view or experience it.

Now the BBFC is applying the same logic to videogames - and the straightforward, reasonable point of view expressed by the board brings a breath of fresh air to the debate over videogame violence and censorship, which has become increasingly bogged down in rhetoric and embarrassing public spats between key proponents on both sides in the last year or so.

You can read the board's full comments on why they're passing Dead Rising as an 18-rated game, uncut, in this news story - but suffice it to say that the guardians at the gates of Britain's sensitive minds not only regard claims that videogames turn people into killers with a sceptical eye, but they also, crucially, get the joke. Their statement to us not only acknowledges that the game is aimed at an adult audience (a fact commonly missed in discussions about violent videogames), but also that the violence has a fantasy element and crucially, that the game has "a sense of humour, albeit a macabre one."

Herein, perhaps, lies the clearest sign we've seen in quite some time that the tide is turning in favour of interactive media. The key problem faced by games for years has been that they are widely seen as being a form of entertainment which was aimed at children and which was both straightforward and unsubtle. When a newspaper talks about a film featuring a violent or sexual scene, readers automatically assume that this falls into the context of the film; when we talk about games featuring similar scenes, many people automatically assume that this game is an outright "violence simulator" or "sex simulator", because they cannot conceive of a game having complex narrative, satire, humour or subtlety.

In acknowledging the humour which drives Dead Rising, the BBFC acknowledges the maturity of the videogaming medium. In granting it an 18 rating - described by a spokesperson as "a fairly straightforward 18" - it acknowledges it as entertainment for adults. In making these viewpoints public, as much as in granting the rating in the first place, it shows us how far the perception of videogames in the British political establishment has come.

We welcome, of course, the opportunity to enjoy Dead Rising as its creators intended - an experience no more harmful, and possibly even more fun, than spending an evening with friends watching cult classic George A Romero films. More than that, however, we welcome the implicit confirmation of the BBFC's view that games deserve equal treatment to their counterparts in film. The censorship debate will roll on regardless, of course - especially in the USA where much of it focuses on the ability to ban the sale of violent games to minors, something which the UK has already done for years - but the end of this long dark tunnel is more clearly in sight than ever before.

Thursday, June 22, 2006

IRAQ INDEX
Tracking Reconstruction and Security
in Post-Saddam Iraq

The Iraq Index is a statistical compilation of economic, public opinion, and security data. This resource will provide updated information on various criteria, including crime, telephone and water service, troop fatalities, unemployment, Iraqi security forces, oil production, and coalition troop strength.

Iraq Index

Tuesday, March 14, 2006

I cancelled my Eve account last night - in my response to their question of why - I wish I'd had this description to paste in - but I did my best to convey the same feeling.

http://www.wired.com/news/columns/0,70348-0.html?tw=rss.culture

Thursday, February 09, 2006

Interesting new band that I was just told about

Nouvelle Vague music

Thursday, January 26, 2006

bit-tech.net | MPAA illegally copies movies:
MPAA illegally copies movies

Posted 10:41 - 25 January 2006 - by Wil Harris

Oh the irony. The MPAA is being forced to justify its actions today, after reports emerged that it has been engaging in unauthorised copying of movies.

The movie in question is called This movie has not yet been rated, and is a documentary featuring examining the actions and the structure of the MPAA. The MPAA itself is a collection of anonymous individuals who are solely responsible for the ratings of films in the USA, yet have little-to-no accountability. The documentary attempts to find out who these people are, and then examines the attitudes of the association to things such as sex v violence, heterosexual v homosexual content, the treatment of indie films v the preference allegedly given to big studios.

By way of justification, the MPAA said that the spying and intrusion on its employees warranted it distributing copies of the movie to its employees.

Here's a quote from the Ars story:

'Director Kirby Dick submitted the film for rating in November. After receiving the movie, the MPAA subsequently made copies without Dick's permission. Dick had specifically requested in an e-mail that the MPAA not make copies of the movie. The MPAA responded by saying that 'the confidentiality of your film is our first priority.'

Dick later learned that the MPAA made copies of the film to distribute them to its employees, despite the MPAA's stance on unauthorized copying.'

Hands up if you hate American monopolists? Yeah, us too. Over in the UK, we have the British Board of Film Classification, an open and identifiable body that has a reputation for being progressive and friendly with its ratings. Then again, it doesn't have to deal with the American schizophrenic attitude to sex, which must help.

What do you make of the MPAA's actions? Are they acting responsibily for the good of their members, or are they swiftly making themselves into a laughing stock? Answers on a postcard please, or alternatively, in our forum. "

Wednesday, January 04, 2006

I've had a problem ever since I started using my work computer with some of my programs trying to load two copies at startup. It became obvious because I use Trillian and it will actually load twice, unlike most others that just ignored the second attempt to load. I found the solution in the Trillian Forums:


Trillian Discussion Forums - Trillian starts twice. Two icons in tray.:
timstyles
Junior Member
"I've found out why Windows runs everything in my startup menu twice. I had previously deleted the Startup folder in my user directory (C:\Documents and Settings\\Start Menu\Programs\Startup) and put program shortcuts in the common directory (C:\Documents and Settings\All Users\Start Menu\Programs\Startup).

There are two pairs of keys in the registry which point to these two folders. When one folder is deleted, the keys which pointed to it are modified to point to the remaining folder. The result is that both pairs of keys point to the same folder and things in it get started twice.

[...]

Note - you have to recreate the folder C:\Documents and Settings\\Start Menu\Programs\Startup if you deleted it, or the key will just change back.

hammo1j
Junior Member

[...]

People should go to:
HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Explorer\User Shell Folders

And change the %ALLUSERSPROFILE% to
%USERPROFILE% on the entries which will obviously have been modified from this setting.

If you reboot the machine the changes will be automatically propagated to the other directory.


ME:

Thanks to both for the instructions!


Friday, December 16, 2005

In the interest of promoting fair use, I'm copying these instructions for converting a .aa file to mp3.

Why I Won't Be Adding Audible.com to My Xmas Card List:
HOW TO FIX THE PROBLEM 2004-04-27 16:28:58 ZenKai [Reply | View]

Okay, first things first. He's right. Dead right. And this is almost what made me quit when it came to Audible. Fortunately there is a solution:

Steps:
1. Uninstall Audible manager (no, I'm not kidding).
1.1 NOTE: Disconnect any devices prior to uninstalling.
1.2 NOTE: SAVE YOUR BOOKS or it will kill them too.
2. Download Goldwave 5.06 (this is shareware, though I strongly recommend registering; it's a L337 piece). Link at end of message.
3. Download and install LAME MP3. Goldwave keys off this open-source MP3 software to save mp3's. Link at end of message.
4. Install Goldwave.
5. Download and install Audible Manager 3.5. IT MUST BE v3.5! Link at end of message.
6. Open Goldwave, then open your *.aa file.
7. It will ask for your audible UID & PWD.
8. Allow the file to open.
9. If you are going to split the file, I recommend doing it now by openning the cue dialogue, choosing autocue, then using the Split File option to save to the proper format - no need to save to MP3 first, but you do need to set the default save options correctly)
Otherwise, Save as MP3. Figure on about a half hour per 8 hours of audio.
10. Burn, split, play to your hearts content.

Necessary search terms:
GoldWave v.5.06
LAME MP3
Audible Manager 3.5

Wednesday, December 14, 2005

New Video Game Designed To Have No Influence On Kids' Behavior

December 14, 2005 | Issue 41•50

NEW YORK— Electronic-entertainment giant Take-Two Interactive, parent company of Grand Theft Auto series creator Rockstar Games, released Stacker Tuesday, a first-person vertical-crate-arranger guaranteed not to influence young people's behavior in any way.
New Video Game Designed To Have No Influence On Kids' Behavior

"With Stacker, the player interacts with an environment full of boxes—lightweight, uniformly brown boxes with rounded corners—and uses diligence and repetitive hard work to complete his mission," said Doug Benzies, Stacker's chief developer. "We're confident that the new 'reluctantly interactive' content engine we designed will prevent any excitement or emotional involvement, inappropriate or otherwise, on the part of the player."

To avoid any appearance of suggestive or adult situations, the graphics consist entirely of rectangular polygons rendered in shades of brown against a simulated gray cinderblock wall. The game is free-roaming inside the warehouse environment, meaning that no goals are set for stacking a certain number of boxes, nor is there a time limit for the stacking. The health-level bar remains at a constant peak, and the first-person perspective avoids the problem of players identifying too closely with the main character, whose name is never specified and to whom nothing actually happens.

While the game, like most other newer entries, has a three-dimensional platform, it features little else that could make an impression on the player.

"We tried to narrow in on anything that could imply suggestive content, and eliminate it," Benzies said. "Sound effects are limited to the barely audible sounds of scraping cardboard, the dull thuds of boxes against cement, and the white noise of a cavernous workplace setting."

A demo version of Stacker was unveiled at the Tokyo Game Show in September and garnered praise from parents' groups who lauded its unstimulating visuals, utter lack of storyline, and non-immersive game play.
Enlarge ImageNew Video Game Designed To Have No Influence On Kids' Behavior

Stacker, the first-person cardboard-box-sorter game that parents' groups are applauding.

"After playing Stacker, there is absolutely no reason for anyone to want to take boxes, crates, or any other polygonal object, and place them atop one another, as seen in this gem of a game," said Laura Keitel of the D.C.-based Center For Entertainment And The Family. "No kid in the world could possibly get anything out of it. There's no reason why the video-game industry shouldn't be making a lot more games like this."

Take-Two executives said they were inspired by "real critics."

"We're just giving kids what their parents say they need," said Take-Two vice president of marketing Allyson Spicer. "In today's economic environment, it's foolish not to listen to the people who dislike everything about our products."

Though some have compared Stacker to Tetris, those within the industry have been quick to draw distinctions between the two games.

"Tetris' suggestively twisting and turning blocks, violent falling motions, and increasingly frenzied suspense are a potential influence on children," said video-game ethicist Steve Contreras. "By contrast, after playing Stacker, with its eternally unchanging shapes and gentle lowering actions, I doubt a child would ever want to arrange any sort of virtual block again. This is exactly what this controversial industry needed to rescue its reputation."

Added Contreras: "We could really use a good first-person stander game."

Yet several parents of teenagers who work in warehouses and box factories are already threatening Take-Two with civil lawsuits, claiming that Stacker may adversely affect children of low-income workers.

"My kid certainly doesn't want to stack cases of instant coffee in a hot warehouse all day, like his old man did," said Loretto, PA father Reginald Hauser. "Now they're saying there's a video game that might glamorize the activity. Those video-game honchos are up to the same old tricks."

http://www.theonion.com/content/node/43441

Monday, December 12, 2005

Nintendo DS - handheld worth talking about

Why You (and I) need a DS
http://www.gamedaily.com/wireless/feature/?id=829&source=00001

Monday, November 28, 2005

Not the best logic, but it does a reasonably good job of bringing up some of the main issues that marketing is concerned with. Might even make a good business case

http://www.techuser.net/lego.html

Thursday, November 10, 2005

1/5 of Science Projects impacted by patent problems

Right to Create: Patents Chilling Science?: "Of the 40% of respondents who reported their work had been affected [by patents], 58% said their work was delayed, 50% reported they had to change the research, and 28% reported abandoning their research project. The most common reason respondents reported having to change or abandon their research project was that the acquisition of the necessary technologies involved overly complex licensing negotiations."

Wednesday, November 09, 2005

How to Prototype a Game in Under 7 Days

Brilliant in it's way - choice pieces include:

"If You Can Get Away With it, Fake it

This is arguably one of the most important lessons of the project. Often the “correct” solution is not the best solution. Strategically faking it will save you time and money; it will make your game faster, and your teeth whiter. Fake it liberally and often! ... This rule is also a fantastic general lesson for life, we have found. Slackers, take note."

"Heavy Theming Will Not Salvage Bad Design (or "You Can't Polish a Turd")"

self-explanitory, I think.

"Build Toward a Well Defined Goal

A well defined goal was embarrassingly easy to forget about. Without a gameplay goal, a prototype is just a toy – not a game. For some reason, people seem to enjoy having the opportunity to fail. A goal can be anything..."

and

"Our objective advisor kindly pointed out, “Rapid prototyping can be a lot like conceiving a child. No one expects a winner every time, but you always walk away having learned something new, and it's usually a lot of fun!”"

Check it out:

http://www.gamasutra.com/features/20051026/gabler_01.shtml

Thursday, October 13, 2005



This is one of the most beautiful games I've ever seen - and extremely addictive!

I'm going to sign up as an affiliate just to promote it
http://www.chicagotribune.com/entertainment/shopping/chi-0510080015oct08,1,6435167.story?coll=chi-ent_shopping-hed&ctrack=1&cset=true

MEDICAL TRAINING

Video game update for playing doctor

The health-care profession increasingly is turning to video games for training.

One, called "Code Orange," helps doctors learn to manage mass casualty incidents by playing a variety of roles, said Lucien Parsons, producer of the game for BreakAway Ltd.

Video games have been found to improve marksmanship among military personnel, said Claudia Johnston, a Texas A&M-Corpus Christi researcher who is heading a Navy-funded project to develop a game to train doctors.

"If you can do that, why can't you learn to start an IV online?" Johnston said.

--Associated Press

Wednesday, October 05, 2005

Bach: MS Ceasing Xbox Development; Halo 3 Will Ship 'When Ready': "In 2005, the video game industry very suddenly underwent a drastic change from its current homogenized state. Nintendo has more acutely differentiated itself from MS and Sony than ever before, but in the coming generation, the two market leaders have created very broad differentiation of their own. Despite Microsoft's continual refusals, it appears as though the PS3 will outclass the 360 in raw graphical/processing horsepower. It is also probably safe to believe at this point that MS's online/community infrastructure will be superior to its competitor's online plans.

It's very possible to imagine a situation where PS3 games would be too powerful to be ported, Revolution games too interface-dependent, and 360 games too Xbox Live Community-centric—three consoles, potentially with three very different advantages. In such a situation, it's easy to understand why Bach has set his sights incredibly high for next-gen's Live penetration."
Interesting stuff today!


NY Times on in-game advertising
http://www.nytimes.com/cnet/CNET_2100-1043_3-5887880.html



Apple: It's the Stores, the Stores, the Stores! :: AO: "Apple: It's the Stores, the Stores, the Stores!
For Apple, it's not about 'location, location, location' or even the hottest products. It's The Experience that counts."

Friday, September 30, 2005

Following on the heels of last week's Games for Health, I thought I'd look at other ideas out there.



Houston Radiation Oncologist Uses Video Game Technology To Zap Cancer


By: The Methodist Hospital on Jul 18 2005 09:28:47



Cancer Treatment

For years, Dr. Brian Butler, radiation oncologist at The Methodist Hospital in Houston, would be the first to tell you that video games are a waste of time.

Shouldn't kids be reading, keeping their grades up and taking part in activities that keep them fit?

Butler now argues we have a lot to learn from those who immerse themselves in a world of video game technology. It is this technology that is revolutionizing radiation therapy for cancer. When an Ivy League college was unable to do it, he turned to a group of Dallas-based video game programmers in their 20s to create a system for him that takes targeted cancer therapy to another level.

Cancer therapy is now a video game, and the make believe shoot 'em up is not make believe at all. The enemy is cancer. The growth patterns of cancer are the "supply lines." And, because the program enables doctors to pinpoint the location of the cancer with the precision of a sniper rifle, it spares surrounding healthy tissue and cells from damage.

"The diagnostic radiologist, radiation oncologist and the computer gamers all came together to make this happen," Butler said. "Each piece of the puzzle was essential. This would have never happened if these three disciplines hadn't communicated. Methodist now has the first system in the world to target radiation in this manner."

Marrying more than 20 years of anatomical data from Houston radiologist Dr. L. Anne Hayman and three-dimensional computer gaming software, the program helps Butler and his team precisely analyze a tumor's location in the body and where they can and cannot deposit radiation.

The computer program is a refinement of intensity modulated radiation therapy (IMRT). IMRT, used for the first time anywhere at The Methodist Hospital in March of 1994, forever changed how cancer patients around the world receive radiation. Instead of a single radiation beam that treats the entire area around the tumor, IMRT uses a more precise multi-beam method that better pinpoints cancer cells in the body.

"At first, everyone thought it was absurd, and now everyone is doing it," Butler said. "It really took off."

The evolution of radiation technology has primarily involved the refinement of the weapon used against cancer, from the "shotgun" to the "sniper rifle."

"The other aspect is knowing where the lymphatic systems are, and understanding where nerves run in the body," Butler said. "Also, as a field, radiation oncology has no specific training in CT anatomy. This helps us overcome that problem by having all the information about the human body already in the system."

The computer gamers created an "outside the box" way of not only mapping the entire human body using Hayman's anatomical data, but also a way to bring in an actual CT scan of a sick patient. Once that data merges, a precise radiation treatment that considers the tumor size, location, growth pattern and stage of the disease can be administered.

"Not to minimize a very serious sickness we are fighting, but cancer treatment is now a game," he said. "I have a sniper rifle with a site, target areas, and the gamers created maps because we know the behavior of the enemy; we know how cancer spreads in the body," he said.

The sophisticated computer program works in tandem with Tomotherapy, a machine that conducts a CT scan of the patient and delivers the radiation. Methodist became the second site in the state (and the first in the Texas Medical Center) to obtain the technology. The machine delivers the radiation using as many as 50 small beams, which intermittently shut on and off as they revolve around the patient, like a second hand on a clock. This results in the most effective, precise delivery of radiation presently available.

Don Marrs, a patient who visited Butler for prostate cancer treatment, is happy with his results. "It's no problem. You don't feel anything. The machine does all of the work, and all I do is lay there," he said. He reported no negative side effects following his treatment.

Butler's excitement stems not only from being on the leading edge of this innovative technology, but also from the new perspective he gained on video game players and programmers. "Gaming is helpful because it teaches strategy," he said "This is an evolution of thought... a different way to look at the world. Successful people in the future, in all arenas of life, will be those who know how to strategize... not necessarily only those with the 'book smarts."

"I seriously doubt this will be the last piece of technology that people who have trained themselves to think like this will develop in the field of medicine," he said. "We are at the beginning of a new revolution in the treatment of cancer, and most likely many other diseases as well."

HOUSTON - July. 11, 2005 - http://www.methodisthealth.com