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About the Archives

This page contains all entries posted to GAMBIT in July 2010. They are listed from oldest to newest.

June 2010 is the previous archive.

August 2010 is the next archive.

Many more can be found on the main index page or by looking through the archives.

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Friday Games: Starcraft II Arcade Play

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So unless you've been under a rock, or perhaps don't follow game news, you have probably heard of this week's release of a little game called Starcraft II. Blizzard, the makers of another little franchise under the Warcraft moniker, waited over a decade to release their sequel to the still oft played Starcraft, and some of us at the lab feel that we should celebrate.

We will start the festivities with a small talk from Philip about the game, then we will set up a Starcraft II arcade, with two copies of the game running, on projectors, in separate rooms, so that people can play head to head. Winner will stay on to play the next opponent, with a maximum stay of 2 matches. In the TV lounge we will have the spectator mode of the contests on display, so people can roam freely from room to room enjoying the play.

Everything starts this Friday at 4:00, with Philip talking when we have enough listeners congregated.

One Paragraph Review - Hell Night (AKA Dark Messiah)

This post originally appeared on Matt Weise's blog Outside Your Heaven.

Hell Night (PSX, 1999, 7-10 hrs) - A modestly budgeted, extremely fucking scary Japanese first-person horror game, in which you find yourself trapped in the Tokyo subway system being pursued by a single, relentless monster. Not released in the U.S., but translated to English in PAL regions, Hell Night (originally titled Dark Messiah in Japan) is a very unusual combination of Myst-style adventure game design, Ultima Underworld-style real-time exploration, and Japanese visual novel-style narrative design. If you can get past the somewhat awkward grafting together of these components, you will find the game rewarding in many wonderful ways. Highly recommended. Credits: Hiroyuki Tanaka (producer), Yutaka Fujimoto (planner), Hiroyuki Fujiwara (programmer), Hoshito Yukizawa (artist).


Video Games and Culture

Matthew Weise, GAMBIT's lead game designer, was part of an hour-long panel on China Radio International. Together with Dr.Li Jidong from Beijing International Studies University
and David Guida from The Game Show, they go through a whole range of different topics: changing player demographics, changes in the industry, the possibilities of the medium, educational games, rating systems, and different game cultures. The broadcast was in English, and you can listen to it via download or streaming here!

Diamonds & Dragons II

D&D 2.jpgThis Friday we will present a repeat performance of my "Diamonds and Dragons: my role playing games are better than yours" rant. We are wrapping up our internal EA FIFA World Cup tournament here at GAMBIT, so we figured there is no better time to talk about sports and sports games, and since I love both, I will be ranting about my experiences with career modes in sports games.

Last time you met the 6'9" small forward for the Chicago Bulls Abe Stein. This time I would like to introduce you to the playmaking starting center midfielder for Manchester United, Abe Stein.

Aftwerards we will play through some of the tournament finals for our little digital world cup. Matches have been intense, so it might be worth sticking around for.

Rant starts at 4:00 PM in the TV lounge, with FIFA matches before and after. See you all there!

Come play Zork with us at MIT!

This is an upcoming event that may be of interest to those of you in the Boston area.

The People's Republic of Interactive Fiction Presents: ZORK

Sunday July 25th, 2 - 5 pm
MIT Campus: Building 1 Room 135

(Please note the change of venue if you got a flier before)

Come and play Zork where it all started. We will be venturing together into the dungeons of the Great Underground Empire.

Inspired by Adventure / Colossal Cave, Zork was one of the first text adventure games, developed by a team of students at MIT back in 1977 on a PDP-10. If you've never played a text adventure game, this is your chance to experience the joys of playing through the command prompt by joining others in the adventure. If you're an old Zork hand, help us track down in-jokes and historic references.

If you're not in the Boston area, you'll be able to watch it online.

SCUMM: The Joys of Exploration

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I had the chance to write about the Lucasfilm / Lucasarts SCUMM games (e.g. The Secret of Monkey Island, Loom, Day of the Tentacle, Sam and Max Hit the Road) for Design Aspect of the Month. The article is a defense of these games in terms of their game design, which encourages the player to explore the world. The writing in these games is certainly excellent, but it would not be as enjoyable or famous if it weren't supported by the design.

You can read the article in two posts: Part I and Part II.

8/21/10: The Immigration Jam!

The local Boston Indie game community will be hosting a game jam this August on the theme is "immigration." It'll be held at the Singapore-MIT GAMBIT Game Lab on the 21st and 22nd of August.

This game jam will have a bit of a twist: Yilmaz Kiymaz, WPI alum and great contributor to the Boston indie game scene, is currently back in Turkey and trying to figure out how to get back to Boston. This game jam is to help raise awareness of kinds of issues and roadblocks he'll have to deal with, and possibly to get some support under him for the (likely expensive) process. Check out the blog post by Alex Schwartz and Darren Torpey, hosts of the game jam, on the Boston Game Jams blog for more details and forthcoming RSVP information!

Friday, 6pm: How to Host a Demoparty!

ATparty.jpgFollowing up on last month's demo showcase, the organizers of @party will be coming to GAMBIT this Friday to talk about what goes into running a demoparty! Starting at 6pm, they'll talk a bit about the demoscene and the logistics of actually organizing compos, scheduling chiptune performances, dealing with old-school hardware, and finding great locations for sceners to do their best work. We'll also run some of the PC demos from @party.

All are welcome!

7/22/10, 6pm: GAMBIT Open House Focus Test

Come one, come all! Come to the our open house focus test!

Thursday, July 22nd
6 PM - 8 PM
Singapore-MIT GAMBIT Game Lab
5 Cambridge Center, 3rd Floor
Cambridge, MA
(Next door to the Kendall Square T stop)

The GAMBIT Summer Program has seven games in early development, each one seeking to answer a different research question. We invite everyone - young, old, game playing, game developing, or even never touched a video game before in your life - to play our games and give us the early feedback we need to complete our games by the end of the summer. We are especially looking for testers between the ages of 12 and 15!

What is an "Open House Focus Test"? During the Open House, our development teams observe your game playing, answer any questions you may have, and record your comments and opinions about the games you are playing. Our games are in their seventh week of development, with placeholder artwork and user interfaces still in development. By testing them now, we intend to get feedback we can use, with time left to use it. This is your big chance to actively influence our games in development!

Our doors are open from 6pm - 8pm. You are welcome to drop in at any time during those hours and play as many (or as few!) of our games as you wish. Each game takes around ten minutes to complete; some are longer than others. We do recommend that if you want to play all the games, you arrive earlier rather than later! There will also be light snacks available, to keep your game playing strength up!

While we welcome testers of all ages, our games are not intended for the youngest players. Children under seven may have difficulty playing our games alone, but might enjoy sitting on a parent's lap and watching. We are an active research lab, so any minors (age 17 and under) need to have a parent or guardian fill out a consent form before playing any games. Forms will be available at the lab, or you can contact gambit-qa at mit dot edu and request forms that can be printed and filled out to bring to the test.

We are at 5 Cambridge Center, 3rd Floor. Tell the guard at the desk you are here for the GAMBIT Focus test, then take the elevators up to the 3rd Floor. Turn towards the big glass doors as you exit the elevators, and come on in!

Why Red Dead Redemption Is Disappointing

This post originally appeared on Matt Weise's blog Outside Your Heaven.

In a previous post I praised Red Dead Redemption for almost being a great world simulation. Really what I meant is that it looks like one if you squint hard enough. Although what I said before basically holds, I would like to elaborate on exactly what it does that keeps it from being a genuinely robust simulation of real emergent consequence.

First of all, there are different rules for different situations. Shooting someone in the leg or arm is non-fatal... except when the game arbitrarily decides otherwise. For example if someone steals your horse and you shoot them in the leg to knock them off, it is for some inexplicable reason always fatal. The same goes for large scale shoot-outs, the kind where several dozen enemies are shooting at you from behind cover. In these situations shooting people in the arms or legs simply kills them, apparently for no reason other than in such circumstances you're "supposed" to kill people. This is made clear by an omnipresent, ever-helpful on-screen prompt, which pops up from time to time to inform your what your goal is. "Kill the outlaws" is a typical prompt, which makes unambiguously clear what sort of behavior is expected (and allowed). Even though Redemption supports a much wider range of behaviors than killing, the game frequently flips certain ones on and off like a light switch in order to force the player into a singular challenge with a singular solution.

Having a voice "tell" you your goals is of course a way of preventing you from developing your own. A real world simulation would simply have consistent rules and let any emergent outcome they support be fair game. If Rockstar had the balls to rely on this consistency, to trust that it in and of itself is interesting enough to carry a game, they'd be making more than just virtual theme parks. Historically they seem to back away from any emergent possibility that might not cater to their juvenile audience, which is why they promise richly simulated worlds but then always cop-out by forcing the player into canned situations. Because what kind of wild west sim would it be if you could go through the whole game without getting into a single gunfight? A great one, obviously. Or, to be more accurate, an actual one.


It's ironic that a game which promises and even bases its narrative on the concept of "freedom" offers so little of it. This is why Redemption is best when it gets out of your way and just lets you solve problems according to consistent world rules. Missions are uniformly awful, boring affairs where you are ordered by a voice from the sky to kill people en masse. One can expect shoot-outs in a Western of course, but by the standards of  any Western film the amount of people you kill in Red Dead Redemption is ludicrous. Any given mission qualifies you as a mass murderer, as you kill literally dozens upon dozens of people all by yourself--more than Clint Eastwood ever did in every Western he ever appeared in combined. This is made possible largely by the way the game approaches difficulty design. John Marston is an indestructible tank, who can be shot endless times in the chest, face, or where ever and still pop heads with his winchester like he's the fucking Terminator. It's Westworld alright... except you are Yul Brynner.

It's both interesting and disappointing how games like Red Dead Redemption create painstakingly simulated worlds built on recognizable genre logic but intervene the moment any emergent consequence falls outside the "normal" borders of power fantasy. It says much about the gap between my sensibilities and Rockstar's that being an indestructible killing machine ordered by God to kill people seems, to me, entirely at odds with the game's surface image of being a "serious" and "adult" game experience. Rockstar typically likes to project this kind of image, as if they were somehow the vanguard of "mature" videogames, though I personally find it to be a ruse most of the time... both in terms of their instant-gratification / zero-consequence game design and their conveniently nihilistic narratives. The frontier in Redemption is arbitrarily sick, featuring cannibalism, bestiality, grave robbing, etc. While I'm not against such content on principle Redemption exhibits the typical Rockstar trait of exploiting such ideas for simple shock value, or as sick jokes, without really dealing with them.

The game is filled with the usual Rockstar gallery of meaninglessly grotesque crazies. Major characters are taken seriously, but minor characters feel more like the punchline of a dirty joke than actual people. (A guy who has sex with his horse? Hilarious!) The professionally done, decently acted cut-scenes seem calculated to obscure this, and it's only videogame culture's maturity complex--which tends to define "maturity" the way a teenager would--that allows such content to historically pass for "serious" work. It's interesting to think how superficial our concept of "seriousness" is, when something that simply looks and sounds like a real movie gets lauded regardless how morally simplistic it is underneath, whereas something that has cute characters or lower production values gets ignored even though it might be suggesting much more complicated and ambivalent things about heroism, violence, etc.


Rockstar's dime-store cynicism comes out even more in Redemption's total lack of variation in world events. It might  have felt different if the behavior of the people you encounter was randomized (as in sometimes a hitchhiker might not want to rob you, etc.) but they aren't, which means you get cynical about people really fast. This could be seen as a sort of commentary, but after a point it feels so shallow and simplistic it's yet another example of the petty nihilism that permeates all Rockstar's efforts. "The world is ugly and everybody's bad" might be a kind of social commentary, but it's a very cheap, childish kind... the sort you might expect from a high school emo poet. This is why Rockstar at the end of the day tends to feel like the Coen Brothers at their worst: people for whom ironic distance is not a mode of thought but a substitute for it.

Rockstar's worlds are stupid, ugly, and weird for arbitrary or petty reasons. They seem more about the narcissistic pleasure of feeling repulsed by (and therefore superior to) other people than trying to understand them. You see this pattern again and again in Rockstar games--in Vice City, in San Andreas, in GTAIV--of a snarky, aloof protagonist encountering weirder and weirder people, all of whom seem crazy and whose craziness seems to exist for no other reason than to give the player something to chuckle at. It's entertaining, but it's hardly nuanced, mature writing... it's precisely the opposite.

This is all not to say that Redemption has no redeeming aspects as a world simulation or as a serious treatment of the topics it raises. At times, when the Rockstar-ness of the game recedes into the background and you are just left alone in its beautiful frontier world, it's quite nice. The best parts of the game, of course, are those that least resemble Grand Theft Auto, notably the hunting, trading, cattle rustling, etc. The combat can be interesting, but only when the game gets out of your way and lets you try to solve problems on your own, and when it gives you the leverage to do that by not changing the rules on you. As I said before, it has all the pieces of a great Western simulation. They are just crippled by the fact that it's a Rockstar game, which traps it in a definition of "maturity" that leaves much to be desired.
Research Video Podcast Episode 5: "Game Design Meets Therapy"

In this episode, GAMBIT Postdoctoral Researcher Doris Rusch explains the research goal behind her summer 2010 game project based on clinical depression.

Video Produced by Generoso Fierro , Edited by Garrett Beazley, Music by Abe Stein

Open House Focus Testing: July 8th, 6 PM - 8PM!

Come one, come all! Come to the Summer Program's first Focus Test, this Thursday, July 8th, from 6 PM - 8 PM....

at... the Singapore-MIT GAMBIT Game Lab, MIT Building NE25, 3rd Floor
(also known as 5 Cambridge Center, 3rd Floor, next door to the Kendall Square T Stop)

The GAMBIT Summer Program has seven games in early development, each one seeking to answer a different research question. We invite everyone - young, old, MIT community, game playing, game developing, or even never touched a video game before in your life - to come, play our games, and give us the early feedback we need to complete our games by the end of the summer.

What is an "Open House Focus Test"? Our doors are open from 6pm - 8pm; you are welcome to drop in at any time during those hour, and play as many (or as few!) of our games as you wish. Each game takes around ten minutes to complete; some are longer than others. We do recommend that if you want to play all the games, you arrive earlier rather than later! During the Open House, our development teams observe your game playing, answer any questions you may have, and record your comments and opinions about the games you are playing.

There will also be light snacks available, to keep your game playing strength up!

Our games are in their fourth week of development, and are at an early stage, with placeholder artwork, and user interfaces (player controls) still in development. By testing them now, we intend to get feedback we can use, with time left to use it. This is your big chance to actively influence our games in development!

While we welcome testers of all ages, our games are not intended for the youngest players; children under seven may have difficulty playing our games alone, but might enjoy sitting on a parent's lap and watching.

We are an active research lab, therefore, any minors (age 17 and under) need to have a parent or guardian fill out a Consent form before playing any games. Forms will be available at the lab, or you can contact gambit dash qa at mit dot edu to request forms that can be printed and filled out to bring to the test.

We are at 5 Cambridge Center, 3rd Floor. Tell the guard at the desk you are here for the GAMBIT Focus test, then take the elevators up to the 3rd Floor. Turn towards the big glass doors as you exit the elevators, and come on in!

Friday Rant: Dante's Inferno
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Have you ever read The Inferno by Dante Alighieri? Apparently it is just about two guys walking and talking. Boooooring.

It would have been much better if it were a story about killing Death, stealing his awesome weapon, killing a boatload of demons, acting like the savior, tearing a gaping hole through hell, and saving the princess. And it should have lots of nudity in it. And blood.

Come by this Friday afternoon and I'll rant about why there is a special circle of hell just for EA's Dante's Inferno, and why the game is another great example of game designers starting with a  good idea, and then getting it horribly, and embarrassingly wrong.

Friday at 5PM I'll start ranting, so come on by and check it out. 
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