Can’t find a Nintendo Wii? Get a Wiimote, be Tom Cruise like Minority Report!

January 6th, 2008

I couldn’t get a Nintendo Wii for Christmas. I can’t find one still, unless I want to pay over five-hundred for a “bundle” at Fry’s and get some games that I don’t want. What if I just want the system? Too bad. But guess what? I, and anyone else in at least America, can find and buy the Nintendo Wii Remote, otherwise known as the “wiimote.”

So you’re now thinking… why would anyone want just a Wiimote? Well, it’s a Bluetooth motion-sensing, IR-tracking device. Still not enough?

How about if you could connect it to your computer and run your machine like Tom Cruise in Minority Report?! Here’s the deal: click that friggin’ link. It’ll take maybe ten-or-so minutes and it’ll change your life.

Johnny Chung saw the great possibilities in the device and as a college project, explored the possibilities of the controller. The great part is that I’m sure that he’s not done and that others are sure to add applications, components and features. I can’t wait to find out what Nintendo’s response will be; perhaps they’ll take the shitty approach of “fixing” the future-controllers, so I’m going to get a couple (despite not owning a Wii) just in case. If you still haven’t clicked on the link to his site, go there now (please).

Videogame’s impact!

December 19th, 2007

I’M TAKING ON WHAT WILL LIKELY PROVE to be too much; but that’s just my nature, I don’t think that I can change it, at least not anytime soon, and stuff gets done nonetheless. So much has changed over the past year, not just in the world at large, but in my own personal life as well. I’ve chosen to take on a much more global perspective than I once had, and I’ve chosen to take time to refine my art and writing into something a little more refined. A few years ago, I thought that my life’s work would be more chiseled out by now, but between numerous setbacks and bad decisions lay the death of my grandmother and a massive, incapacitating shoulder injury.

In over one year of “semi-voluntary” unemployment, I’ve had the chance to spend many-an-hour playing video games… and I’ve decided the following: a video game is art, video games contain art, and “video gaming” is now pop. Running “my own company” is kinda neat like that; I was in too much pain to work every day, my medications made my moods difficult to control and predict, so I simply chose to “shut it down.”

I would feel bad for those few around me at the time whom had to “suffer through” and put up with it, but they were paid well and the accompanying perks greatly outweighed what they had to do at the time. But no, life was not so great… spending too much time on World of Warcraft for nearly a year solid before the crash didn’t help, either.

But now, a few years out from my cataclysmic self, I’ve gained perspective. It sure hasn’t been too financially profitable! Going without a paycheck (but still having the same bills) is a recipe for pain and displeasure, and now that I think about it, how I’m able to spend any time playing video games (or writing this, for that matter) is a bit beyond me still. I suppose that that puts my newfound-perspective “in perspective!”

While maintaining an attempt to not be egomaniacal about it, I will say this: I’ve always had a natural draw and high-aptitude for “the arts,” the only element missing being music. Visually and linguistically, my pursuits have been like a roller-coaster collision. It’s never been “easy” per se, but I don’t think that much of value (generally) is. Life is challenging, and in and through challenge, comes true reward and occasionally, if one is lucky enough… some “fun.”

In that way I find that video games, the well designed ones, are a great metaphor for the type of life that I’m referring to. The game is hard, there’s a hero’s journey involved somewhere and great storytelling along the way. There’s a love affair, a seductress, an archenemy and a nemesis, friends, spies, backstabbers… law enforcement, crime, money, power-ups and progression. And that’s about where and when I decided that a video game “is art;” when something imitates life so well, portrays it so deeply, and involves someone so intensely that he or she gets “sucked in,” it’s art in my book. (Henceforth, I shall refer to all individuals unidentified specifically as “she” instead of “he or she,” “one,” or “they.” It’s bothersome to me when she says or writes “they” instead of “someone.” It’s a new peeve, and instead of using the more popular “he,” I shall use “she” like in them’sick-ass Vampire stories! Please understand that it is not my intent to be or appear sexist, or have my work “read” as such. Please understand it’s merely an attempt to save words, balance the scales because on average “he” is used more than “she,” and constant use of “he or she,” “she or her” and “hers and his” is annoying. Don’t hate, appreciate.)

In the same way a person can get drawn into a painting and sit in front of it on a cold, uncomfortable museum bench, so to can a person become involved in a video game, staring with unequally-dilated eyes, glazed and strained. Actually ducking and dodging in-game bullets, tilting her head up at static glass to “look up” in game. Or leaning in a driving game—I want to tell her, “leaning doesn’t make your car turn more!” In my head I scream, “You’re looking up (or down) at a screen that isn’t moving! It doesn’t tilt! You can’t possibly get a ‘better angle’ by doing that!”

But in truth, and somewhat surprisingly, actually saying any of that is almost always useless. She knows that her angle won’t improve and that an analog thumbstick controls the car. But the game breaks that fourth-wall-barrier. So if movies and television can be art, a video game is definitely art.

And the media is improving. With the XBOX 360, I would tell Kristen that “tilting the controller and leaning won’t enhance her driving.” Mentally, maybe it does something… perhaps letting herself believe in the false “reality” of what’s happening makes it more “fun.” With technical improvements and the decreasing cost of high-tech components comes improvement however, and if she were to play a Playstation 3 driving sim, the same statements about her “technique” would likely be false. She’d also tilt the PSP while playing Ridge Racer, and not only does that not help, it actually makes watching the screen that much harder. Ad a gyroscope and all of that changes. There’s an accelerometer and a motion-censor-‘thingy’ in the iPhone, so it’s certainly possible that a new handheld could detect movement.

I’m going to finish my first entry by saying this: I have a lot more to say about video games and the extensive technologies involved in them. Back in high school I tried to make one with a friend in C++ only to figure out midway that C was the standard and that learning about class-structure in the beginning would’ve saved us time, energy and lines.

In today’s world we have terms like “uncanny alley” to describe the queezy-feeling and response to the weird-false-reality of human expressions portrayed in some games. We have controllers like the “Wiimote,” but even before such total-detection was the analog pressure-sensitive PS2 controller. It allowed gamers to experience more through tighter control and amazingly, the ability to capture a player’s subtle differentials in pressure allowed programmers to understand and use her intent. There’s a big difference between sneaking down a hallway and sprinting at breakneck speed, and the advent of analog create the difference in a character’s stride-speed. With pure-digital eight-way, “Mario” would run at the same speed regardless of pressure, the only measurement and instrument of change was the amount of time the player presses the button. Now, we can take minutes to creep down a hallway that the character can bolt down in two seconds. How hard a player pressing a button changes a punch from a jab to haymaker, grandmother’s-driving versus leadfooted-Dukes-of-Hazard.

I won’t even get started here on force-feedback. My next “gaming post?” How about some Microsoft vs Sony… a lil’bit-a’history repeatin’ with a twist. Instead of the standard console flame wars, I’ll take it from the perspective of control enhancing experience: tilt & pressure versus pressure & feeback. Aren’t you excited?! I can’t wait.

About tmc

December 19th, 2007

THE BULK OF THE ABOUT IS INTELLIGENTLY AT THE “ABOUT PAGE” but I don’t expect anyone first coming to this site without knowing much about me to read it, much less care about anything that it’d might say. And I really don’t mind re-writing or resharing information that you would probably already have access to with a little bit of searching, because well… I just had my first cigarette of the day and I feel like writing.

The content on this site would’ve been posted on my blog at 1UP.com if not for a clause in the ZDH Terms of Use that expressly states that everything that I post there is their property, to do with whatever they feel like. I’m not okay with that, not because I expect to make any money with this site or the content on it, but I’m just not comfortable with being misrepresented, and even less comfortable with someone else having permanent rights to what I consider my most valuable possession: my mind.

Luckily for both of us, I have extra domains and a Mediatemple hosting plan that allows me to host an almost unlimited number of domains, with value-adds like one-click install WordPress. WordPress isn’t my most-favorite, but it’s free, and easy enough for the time being. I’ve been looking for a designer out there with the art and programming skills to help me redesign my WP blogs, but so far, I haven’t had the best luck with that.

TMC is an inside joke that you’re now a part of, formulated back in high school between a friend of mine and I, when we figured out that most video games (and honestly, most-everything in life) has just-a-little “something” wrong with “it,” preventing the owner from selling “too many copies.” For instance, if the Playstation 3 wasn’t so damned expensive and hard to produce, Sony would’ve sold too many copies, they would’ve made too much money! They would then have to explain to their shareholders why they were making everyone too rich, and it’d upset too many people. Hence, too many copies (TMC) has been the symbol of the industry (the video game industry) and unfortunately, it’s looking like the symbol of our times.

Video gaming is an interesting analogy for life, and that’s essentially what I’ll explore on this website. The articles I’ve written (as well as the one’s I’ve planned to write) have nothing to do with any “current” game in particular; there are hundreds of video game review-sites, and there’s no good reason or opportunity for me to compete with even the smallest of ‘em. I’d thought about reviewing PSP and DS games (as well as comparing the two), but making a whole site about just that would be about as boring as my tech-site, Antipresto. (I’m thinking about scrapping and changing that site, not that that matters right now)

Video games and the culture surrounding the market is now mainstream. Gone are the days when video games were played by the simply-dressed, large-lens glasses nerds with button down sweaters and tight khakis. Video games aren’t primarily arcade machines, they’re played at home on consoles with hundreds of times more power than 1970 million-dollar NASA mainframes, and games are played by everyone.

The parents of young children and high-school Varsity football players are enjoying the same thing, and video games are no longer just the simple pleasures of the nerds in between band-practice and calculus homework. Say “goodbye” to the notion that “gamers” don’t have girlfriends and spend many hours of the day rolling dice on Dungeons and Dragons boards—it’s now entirely possible that the “popular kids” at the local high school are playing with their girlfriends in World of Warcraft, running “raids” and calculating triumph and success based on the number or “bosses” killed.

It would be foolish to ignore games, now… why? Because no one else is. The average adult male (18-35) plays TV more than they watch it. They spend more hours on the computer reading about games than they do watching movies, and advertising experts have had to rethinkn marketing strategies more frequently over the past five years than in any other time in history… combined. (I really don’t have the data to back that up)

As a designer myself, it’s part of my job to define “what’s cool,” and today, part of that is decided by video games and the choices that designers are making. There’s a major opportunity here to really impact society in a positive way. Or we could simply pretend that “games aren’t important,” we could focus on restricting sales of violent games to minors (which does nothing to stop their adult-parents from buying the games “for their kids”) while our world falls into hell. Your call.

I’m going to update this site frequently, and if you like it and find the content to be relevant, please pass it along. If you feel that you can contribute and your writing skills are at least slightly above par, contact me.