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	<title>Scifi Watch &#187; World of Warcraft</title>
	<atom:link href="http://scifiwatch.net/tag/world-of-warcraft/feed/" rel="self" type="application/rss+xml" />
	<link>http://scifiwatch.net</link>
	<description>A Blog for all things Sci-fi</description>
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		<title>Raimi to Direct ‘World of Warcraft’ Movie</title>
		<link>http://scifiwatch.net/raimi-to-direct-%e2%80%98world-of-warcraft%e2%80%99-movie/</link>
		<comments>http://scifiwatch.net/raimi-to-direct-%e2%80%98world-of-warcraft%e2%80%99-movie/#comments</comments>
		<pubDate>Wed, 22 Jul 2009 23:30:47 +0000</pubDate>
		<dc:creator>David Halpert</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Film News]]></category>
		<category><![CDATA[adaptation]]></category>
		<category><![CDATA[Blizzard Entertainment]]></category>
		<category><![CDATA[Sam Raimi]]></category>
		<category><![CDATA[Video Game]]></category>
		<category><![CDATA[Warner Bros.]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://scifiwatch.net/?p=3113</guid>
		<description><![CDATA[According to a recent article in Variety, Sam Raimi, the legendary director that brought out such classics as Spiderman and the Evil Dead series will be slated to direct the live-action adaptation of the popular online role-playing game “World of Warcraft”. The film will be produced and distributed by Warner Bros. Raimi plans to begin [...]]]></description>
			<content:encoded><![CDATA[<p>According to a recent article in Variety, <strong><a class="zem_slink" title="Sam Raimi" rel="wikipedia" href="http://en.wikipedia.org/wiki/Sam_Raimi">Sam Raimi</a></strong>, the legendary director that brought out such classics as <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&amp;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref%255F%3Dnb%255Fss%255Fgw%26y%3D0%26field-keywords%3Dspider%26url%3Dsearch-alias%253Daps&amp;tag=sciwat-20&amp;linkCode=ur2&amp;camp=1789&amp;creative=390957" target="_blank"><strong>Spiderman</strong></a> and the <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&amp;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D4%26ref%255F%3Dnb%255Fss%255Fgw%26y%3D26%26field-keywords%3Devil%2520dead%2520trilogy%26url%3Dsearch-alias%253Ddvd&amp;tag=sciwat-20&amp;linkCode=ur2&amp;camp=1789&amp;creative=390957" target="_blank"><strong>Evil Dead series</strong></a> will be slated to direct the live-action adaptation of the popular online role-playing game “<a href="http://www.amazon.com/gp/product/B0006B7DXA?ie=UTF8&amp;tag=sciwat-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B0006B7DXA" target="_blank"><strong>World of Warcraft</strong></a>”. The film will be produced and distributed by <strong><a class="zem_slink" title="Warner Bros." rel="wikipedia" href="http://en.wikipedia.org/wiki/Warner_Bros.">Warner Bros.</a></strong> Raimi plans to begin pre-production once he completes work on his latest film “Spiderman 4” which according to the article gets underway early next year by <strong><a class="zem_slink" title="Columbia Pictures" rel="wikipedia" href="http://en.wikipedia.org/wiki/Columbia_Pictures">Columbia Pictures</a></strong>.<br />
<strong></strong><img class="alignleft size-medium wp-image-3114" title="world-of-warcraft" src="http://scifiwatch.net/wp-content/uploads/2009/07/world-of-warcraft-300x225.jpg" alt="world-of-warcraft" width="300" height="225" /><br />
Now I can probably talk endlessly on why video-game-to-film adaptations are almost always doomed to fail, or how the screenwriters are going to accomplish the task of writing a script for such an open-ended concept of a video game—not to say it couldn’t be done, I’d imagine the final product would turn out to be something en par with Beowulf once it’s completed—however, World of Warcraft is in the unique position of being a subscription-based service rather than a stand-alone product.<br />
<strong></strong><br />
While customers do have to purchase the initial software of the game itself, the monthly subscription rates (usually $20) is what often drives these sales. “World of Warcraft” has 11.5 million subscribers according to <strong><a class="zem_slink" title="Blizzard Entertainment" rel="wikipedia" href="http://en.wikipedia.org/wiki/Blizzard_Entertainment">Blizzard Entertainment</a></strong> and currently hold the Guinness Record for the most popular massively multiplayer online role-playing game (MMORPG) so there’s no question there’s an audience out there that will shell out the dough to see this movie, others fear that it has the potential to significantly damage the franchise.<br />
<strong></strong><br />
On that final note, I’ll let you decide. In the meantime here is some awesome machinima for your viewing pleasure.</p>
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		<title>Five Ways to Get Laid at a Science Fiction Convention</title>
		<link>http://scifiwatch.net/five-ways-to-get-laid-at-a-science-fiction-convention/</link>
		<comments>http://scifiwatch.net/five-ways-to-get-laid-at-a-science-fiction-convention/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 01:18:10 +0000</pubDate>
		<dc:creator>David Halpert</dc:creator>
				<category><![CDATA[A Writer's Life]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Random]]></category>
		<category><![CDATA[Battlestar Galactica]]></category>
		<category><![CDATA[Blizzcon]]></category>
		<category><![CDATA[convention]]></category>
		<category><![CDATA[cosplay]]></category>
		<category><![CDATA[DDR]]></category>
		<category><![CDATA[Entropia]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[firefly]]></category>
		<category><![CDATA[guild]]></category>
		<category><![CDATA[guilds]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Sci Fi]]></category>
		<category><![CDATA[Science fiction]]></category>
		<category><![CDATA[scifi]]></category>
		<category><![CDATA[SF]]></category>
		<category><![CDATA[star trek]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://scifiwatch.net/?p=1117</guid>
		<description><![CDATA[1)	Know Your Territory

If you’re planning to pick up girls at a sci-fi convention realize quickly that you’re not in Kansas anymore. Realize that the girls here are more interested in Firefly and Battlestar Galactica than they are in meeting men. So the best advice I can give here is know what the fuck you’re talking [...]]]></description>
			<content:encoded><![CDATA[<p>1)	<strong>Know Your Territory</strong><br />
<strong></strong><br />
If you’re planning to pick up girls at a <a class="zem_slink" title="Science fiction convention" rel="wikipedia" href="http://en.wikipedia.org/wiki/Science_fiction_convention">sci-fi convention</a> realize quickly that you’re not in Kansas anymore. Realize that the girls here are more interested in <em>Firefly </em>and <em><a class="zem_slink" title="Battlestar Galactica (ship)" rel="wikipedia" href="http://en.wikipedia.org/wiki/Battlestar_Galactica_%28ship%29">Battlestar Galactica</a></em> than they are in meeting men. So the best advice I can give here is know what the fuck you’re talking about. Try specializing in one category, whether it be <em><a class="zem_slink" title="World of Warcraft" rel="wikipedia" href="http://en.wikipedia.org/wiki/World_of_Warcraft">World of Warcraft</a></em>, <em><a class="zem_slink" title="Star Trek" rel="wikipedia" href="http://en.wikipedia.org/wiki/Star_Trek">Star Trek</a></em>, <em>Dungeons and Dragon</em>, or <em><a class="zem_slink" title="Neil Gaiman" rel="homepage" href="http://www.neilgaiman.com/">Neil Gaiman</a></em>. The key here is to get a meaningful conversation going. Even if it&#8217;s debate whether Asimov is better than Clarke &#8212; which he isn&#8217;t.<br />
<strong></strong><br />
<img class="alignnone size-medium wp-image-1118" title="haruhi_cosplay" src="http://scifiwatch.net/wp-content/uploads//haruhi_cosplay-200x300.jpg" alt="haruhi_cosplay" width="200" height="300"><br />
<strong></strong><br />
2)	<strong>The Importance of Cosplay</strong><br />
<strong></strong><br />
To me there’s nothing hotter than a woman dressed as Xena, Zelda, or even one of them chicks from Final Fantasy. So why not throw yourself into the fray as well. Many convention goers take part in what is known as cosplay, dressing up as their favorite anime or video characters for fun in elaborate often outrageous costumes.  What woman can resist a man dressed as Titus Cloud showing her his impressively-sized “sword”, if you know what I mean?</p>
<p><strong></strong><br />
3)<strong> Join Her Guild</strong><br />
<strong></strong><br />
The internet has allowed us to meet loads of people without ever having to actually talk to them fact to face. Email, <a class="zem_slink" title="Instant messaging" rel="wikipedia" href="http://en.wikipedia.org/wiki/Instant_messaging">instant messaging</a>, it has all allowed us to communicate in ways we’ve never imagined. Some people take it to a whole new extreme. <a class="zem_slink" title="Massively multiplayer online role-playing game" rel="wikipedia" href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game">MMORPGs</a> (massively multi-player online <a class="zem_slink" title="Role-playing game" rel="wikipedia" href="http://en.wikipedia.org/wiki/Role-playing_game">role playing games</a>) take it to a new level, no pun intended. Games like <em>World of Warcraft</em>, <em>Everquest</em>, <a class="zem_slink" title="Entropia Universe" rel="wikipedia" href="http://en.wikipedia.org/wiki/Entropia_Universe">Project Entropia</a>, and others have allowed groups of people, known as ‘guilds’ to battle online in real-time. You wouldn’t believe it but it’s actually a great way to meet women, that is if you know what you’re doing.<br />
<strong></strong><br />
<img class="alignnone size-medium wp-image-1119" title="wow11" src="http://scifiwatch.net/wp-content/uploads//wow11-300x240.jpg" alt="wow11" width="300" height="240"><br />
<strong></strong><br />
I actually had a friend who went to California to the annual Blizzcon convention and hooked up with one of the members of his guild after meeting her in person for the first time. If you’re not into these games, it’s very playful to challenge a girl to <em>Guitar Hero </em>or <em>DDR </em>if that option is available to you.<br />
<strong></strong><br />
For more regarding these online role-playing games <a href="http://scifiwatch.net/?p=201" target="_blank"><strong>click here</strong></a>.<br />
<strong></strong><br />
4)	<strong>Pretend You’re a Famous Author</strong><br />
<strong></strong><br />
Nothing impresses a woman more than a man who’s written a novel, or two, or three. Fortunately for us, most people don’t keep tabs on many authors profile save for a few favorites. Simply say to her you’re a well known author who’s just finished his book signing for his latest novel. For extra points keep a copy of your ‘book’ handy to show her as proof. Just make sure it doesn’t have the author’s picture on the inside jacket.  I suggest paperbacks for this. While copyright infringement may be illegal, pretending to be someone famous to sleep with a woman has been going on unregulated for generations. Keep this tip close to home.<br />
<strong></strong><br />
5)	<strong>Be Yourself</strong><br />
<strong></strong><br />
When all else fails this is the best advice I can give you, just be yourself. If you’re talking about us hardcore science fiction aficionados it is very much still a boy’s club. If a gorgeous woman is attending an event like that it is not by accident, she’s a fan of the genre. Use this as a launching point for your relationship and build it from there. It’s much easier to get into a relationship with a girl if you already have mutual interests. Don’t get discouraged. Be yourself.</p>
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		<item>
		<title>Do Virtual Worlds Have Economic Recessions?</title>
		<link>http://scifiwatch.net/do-virtual-worlds-have-economic-recessions/</link>
		<comments>http://scifiwatch.net/do-virtual-worlds-have-economic-recessions/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 07:39:21 +0000</pubDate>
		<dc:creator>David Halpert</dc:creator>
				<category><![CDATA[A Writer's Life]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[A Rape in Cyberspace]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[Entropia Universe]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[guild]]></category>
		<category><![CDATA[Julian Dibbell]]></category>
		<category><![CDATA[massive multiplayer online role playing game]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[Project Entropia]]></category>
		<category><![CDATA[role playing game]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Snow crash]]></category>
		<category><![CDATA[Ultima Online]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WoW]]></category>

		<guid isPermaLink="false">http://davidsmag.wordpress.com/?p=201</guid>
		<description><![CDATA[Click Here to View a List of Online Gaming Products at Amazon

Here&#8217;s an article I originally wrote for Campus X Magazine here in Toronto but since they didn&#8217;t pay me or anything I thought I&#8217;d post it on my blog for those interested.
In 1992, science fiction author, Neal Stephenson, published his third novel, Snow Crash.&#160; [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&amp;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref%255F%3Dnb%255Fss%255Fvg%26y%3D0%26field-keywords%3Donline%2520games%26url%3Dsearch-alias%253Dvideogames&amp;tag=sciwat-20&amp;linkCode=ur2&amp;camp=1789&amp;creative=390957">Click Here to View a List of Online Gaming Products at Amazon</a><img src="https://www.assoc-amazon.com/e/ir?t=sciwat-20&amp;l=ur2&amp;o=1" alt="" style="border: medium none  ! important; margin: 0px ! important;" border="0" height="1" width="1"><br />
<b></b><br />
<em>Here&#8217;s an article I originally wrote for Campus X Magazine here in Toronto but since they didn&#8217;t pay me or anything I thought I&#8217;d post it on my blog for those interested.</em></p>
<p>In 1992, science fiction author, Neal Stephenson, published his third novel, <a title="Snow Crash (Wikipedia)" href="http://en.wikipedia.org/wiki/Snow_Crash" target="_blank"><strong><em>Snow Crash</em></strong></a>.&nbsp; The book depicted a near-future dystopia, a world where cyber-technologies and <em>laissez-faire</em> capitalism have gone awry. Along with a heavy dose of Stephenson’s signature satire and black humor, one of the reasons for its incredible versatility over the years was the author’s conceptualizing of the internet, what he dubbed ‘the metaverse’.<span> </span>What he envisioned was a virtual-reality network that allowed external users to interface with other users through graphical reconstructions of human forms (or ‘avatars’).<span> </span>Many believe Stephenson’s vision of the ‘metaverse’ is the next technological evolution of the internet, while others argue it is already happening.</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"><br />
While the study of virtual worlds is still very much in its infancy, the ideas have been fashionable in popular culture for decades.<span> </span>However, with the sudden rise in popularity of online games the fiction of such authors as <a title="William Gibson (wiki)" href="http://en.wikipedia.org/wiki/William_Gibson" target="_blank"><strong>William Gibson</strong></a>, <strong><a title="Rudy Rucker (wiki)" href="http://en.wikipedia.org/wiki/Rudy_Rucker" target="_blank">Rudy Rucker</a></strong>, and <a title="Bruce Sterling (wiki)" href="http://en.wikipedia.org/wiki/Bruce_Sterling" target="_blank"><strong>Bruce Sterling</strong></a> are becoming more like reality every day<a name="_ftnref1" href="#_ftn1"></a>.</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal" style="text-align: center;"><span lang="EN-US"><img class="alignnone size-medium wp-image-995" title="snowcrash" src="http://scifiwatch.net/wp-content/uploads//snowcrash-178x300.jpg" alt="snowcrash" height="300" width="178"><br />
So how do these online worlds function?<span> </span></span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"><strong><a title="MMORPG (wiki)" href="http://en.wikipedia.org/wiki/MMORPG" target="_blank"><br />
Massive multiplayer online role-playing games</a> </strong>(or MMORPGs) are virtual communities that exist entirely online where large assortments of players interact in a game’s persistent world.<span> </span>The mythology surrounding these games is largely derived from Dungeons-and-Dragons folklore and Tokien-esque high fantasy. Thus, MMORPGs can be seen as an intricate fusion of high fantasy literature and modern 21<sup>st</sup> century technology.<span> </span>Through their avatars, players can trade items, gain experience and skills, or join clans (also known as ‘guilds’) with other players for the purpose of accomplishing greater quests.<span> </span>For the techno-savvy already familiar with these online worlds this is very much old news. However, for those who feel left behind when it comes to computers and technology, be sure to note this ever-changing phenomenon.</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><strong><a title="Everquest (wiki)" href="http://en.wikipedia.org/wiki/Everquest" target="_blank"><em><span lang="EN-US"><br />
Everquest</span></em></a></strong><span lang="EN-US">, an online role-playing game (developed by Sony Online Entertainment in 1999) boasts a population of nearly 200,000 subscribers worldwide<a name="_ftnref2" href="#_ftn2"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[2]</span></span><!--[endif]--></span></span></a>.<span> </span>In one of his essays, Dr. Edward Castronova, Associate Professor of Telecommunications at <a title="Indiana University Bloomington" href="http://en.wikipedia.org/wiki/Indiana_University_Bloomington"><span style="color: windowtext; text-decoration: none;">Indiana University Bloomington</span></a>, describes the virtual economy of ‘Norrath’, a planet in the </span><span lang="EN-US">land</span><span lang="EN-US"> of </span><em><span lang="EN-US">Everquest</span></em><span lang="EN-US">:</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><em><span lang="EN-US"><br />
“The nominal hourly wage is about USD 3.42 per hour, and the labors of the people produce a GNP per capita somewhere between that of Russia and Bulgaria. A unit of Norrath&#8217;s currency is traded on exchange markets at USD 0.0107, higher than the Yen and the Lira. The economy is characterized by extreme inequality, yet life there is quite attractive to many. The population is growing rapidly, swollen each day by hundreds of émigrés from various places around the globe, but especially the </span></em><em><span lang="EN-US">United   States</span></em><em><span lang="EN-US">”<strong>.</strong><a name="_ftnref3" href="#_ftn3"><span class="MsoFootnoteReference"><span><span class="MsoFootnoteReference"><strong><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[3]</span></strong></span></span></span></a></span></em><span lang="EN-US"><a title="Julian Dibbel (wiki)" href="http://en.wikipedia.org/wiki/Julian_Dibbell" target="_blank"><strong><br />
</strong></a></span>
</p>
<p class="MsoNormal"><img class="alignright size-medium wp-image-711" title="6a00d8341c5ac253ef00e550566ba28833-640wi" src="http://scifiwatch.net/wp-content/uploads//6a00d8341c5ac253ef00e550566ba28833-640wi-300x225.jpg" alt="6a00d8341c5ac253ef00e550566ba28833-640wi" height="225" width="300"></p>
<p class="MsoNormal"><span lang="EN-US"><a title="Julian Dibbel (wiki)" href="http://en.wikipedia.org/wiki/Julian_Dibbell" target="_blank"><strong>Julian Dibbell</strong></a>, writer of the influential essay ‘<em>A Rape in Cyberspace</em>’, published a weblog chronicling his year-long experiences in the </span><span lang="EN-US">land</span><span lang="EN-US"> of </span><span lang="EN-US">Britannia</span><em><span lang="EN-US">,</span></em><span lang="EN-US"> the virtual world of <strong><a title="Ultima Online (wiki)" href="http://en.wikipedia.org/wiki/William_Gibson" target="_blank"><em>Ultima</em> </a></strong><em><strong><a title="Ultima Online (wiki)" href="http://en.wikipedia.org/wiki/William_Gibson" target="_blank">Online</a></strong> </em>that currently serves a membership of over 225,000 users.<span> </span>In his book ‘<em>Playing Money, or How I Quit My Job and Struck it Rich in Virtual Loot</em> <em>Forming</em>’, Dibbell states the following in his final blog entry:</span></p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><em><span lang="EN-US"><br />
As of a few hours earlier this evening, it&#8217;s official: I have paid taxes on my income as a trader of virtual items. I listed $3,131 in profits from <a class="zem_slink" href="http://www.amazon.com/Play-Money-Millions-Trading-Virtual/dp/0465015352%3FSubscriptionId%3D0G81C5DAZ03ZR9WH9X82%26tag%3Dsciwat-20%26linkCode%3Dxm2%26camp%3D2025%26creative%3D165953%26creativeASIN%3D0465015352" title="Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot" rel="amazon">Play Money</a> on my 2003 federal return. And in my Q1 2004 estimated tax payment, I included $2,056 to cover my $8,225 in Play Money profits for the year so far.<a name="_ftnref4" href="#_ftn4"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><strong><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[4]</span></strong></span><!--[endif]--></span></span></a></span></em>
</p>
<p class="MsoNormal"><em><span lang="EN-US"> </span></em></p>
<p class="MsoNormal"><strong><a href="http://en.wikipedia.org/wiki/Project_Entropia"><em><span lang="EN-US"><br />
Project Entropia</span></em></a></strong><span lang="EN-US"> (also known as the <em>Entropia Universe</em>) sets to raise the bar when it comes to online gaming.<span> </span>Created by Swedish-developer MindArk, the software is essentially free to download and use.<span> </span>There are no membership or subscription fees of any kind.<span> </span>However, without any money invested from the user, a player’s options in the game are limited to roaming the virtual world and using the private chat interface.<span> </span>Calypso is the planetary backdrop for the <em>Entropia Universe</em> which allows real world currency to be converted into virtual currency (in this case, one dollar US equals 10 PEDs).<span> </span>From there players are free to purchase equipment, armor, weapons, and tools to build up their skills as well as their bank balances.<span> </span>To this end, MindArk has recently released the Entropia Universe cash card, a tangible bank card which allows gamers in the real world to withdraw and load funds via ATMs.<span> </span><span>This is accomplished through Cirrus, an interbank network that links MasterCard, Maestro, and Diners Club credit to a network of over 900,000 ATMs worldwide.</span></span></p>
<p><img class="alignnone size-thumbnail wp-image-996" title="entropia_universe_screenshot" src="http://scifiwatch.net/wp-content/uploads//entropia_universe_screenshot-200x120.jpg" alt="entropia_universe_screenshot" height="120" width="200"><br />
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</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US">Many gamers have criticized games like <em>Project Entropia</em> for being a cash sink making it impossible for players to actually turn a profit without investing money into their character.<span> </span>Although, there have been a number of success stories to contradict this belief.<span> </span>On </span><span lang="EN-US">December 14, 2004</span><span lang="EN-US">, the BBC reported the sale of a virtual island put up for auction.<span> </span>It was sold for a price of 265,000 PEDs or $26,500 US to an Australian man named Zachrum “Deathifier” Emegen<a name="_ftnref5" href="#_ftn5"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[5]</span></span><!--[endif]--></span></span></a>.<span> </span></span><span lang="EN-US">One of the undisputed kingpins of the game is an avatar by the name of Jon ‘NEVERDIE’ Jacobs.<span> </span>In late 2005, Jon bought an asteroid space station and quickly renovated it into a virtual resort, which grossed $100,000 US in the first eight months of operation<a name="_ftnref6" href="#_ftn6"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[6]</span></span><!--[endif]--></span></span></a>.<br />
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One of the earliest literary precedents involving online games is Vernor Vinge’s novella ‘True Names’, a science fiction story about a group of disenfranchised computer wizards conspiring in a virtual dungeon similar to <em>Everquest</em>.<span> </span>It is with a heavy heart to say that this story can now be seen as a cautionary tale since online games are not without their inherent consequences.</span></p>
<p><span> </span>
</p>
<p class="MsoNormal"><strong><span lang="EN-US"> </span></strong></p>
<p class="MsoNormal"><strong><span lang="EN-US">‘Farming’ </span></strong></p>
<p class="MsoNormal"><span lang="EN-US"><br />
This is a term used in online gaming for players who repeatedly attempt to acquire items of value within a game.<span> </span>While these activities are often mundane and tedious, when conducted on a large scale collectively (such as killing a large creature or collecting items such as gold) players can exploit the game’s mechanics for maximum profit.<span> </span>The practice of farming remains a very controversial issue when it comes to online gamers as it leaves the individual player at a marked disadvantage.<span> </span>Many players complain farming takes the fun out of gaming.<span> </span>As particular items become harder to locate and more people flood the game’s world simply looking to turn a profit.</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><strong><span lang="EN-US"><br />
‘Mud-flation’</span></strong></p>
<p class="MsoNormal"><span lang="EN-US"><br />
When new items are introduced into a game, usually through an expansion pack, the value of existent items (such as potions, armor, and weapons) drops considerably as their availability becomes evermore common in the game’s persistent world.<span> </span>This is known as ‘mud-flation’ (a portmanteau of the words ‘inflation’ and ‘MUD’ or ‘Multi-User Dungeon’).<span> </span></span>
</p>
<p class="MsoNormal"><strong><span lang="EN-US"> </span></strong></p>
<p class="MsoNormal"><span lang="EN-US"><br />
Mud-flation is also of critical importance in the scheme of a game’s larger economy.<span> </span>The virtual currency within a game’s programming is usually levied against a real world one, in most cases the US dollar.<span> </span>As more and more money gets introduced into the virtual environment, through the buying and trading of items and services, there begins the gradual decline of a game’s online currency.<span> </span></span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><span lang="EN-US"><br />
To combat mud-flation developers resort to a number of options:</span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal" style="margin-left: 35.7pt; text-indent: -17.85pt;"><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-US"><span>·<span style="font-family: &quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;&quot;;"> </span></span></span><!--[endif]--><span dir="ltr"><span lang="EN-US">Offering purchasable upgrades, expansion packs, or membership subscriptions using real world money</span></span></p>
<p class="MsoNormal" style="margin-left: 35.7pt; text-indent: -17.85pt;"><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-US"><span>·<span style="font-family: &quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;&quot;;"> </span></span></span><!--[endif]--><span dir="ltr"><span lang="EN-US">Creating more consumable goods during gameplay such as armour, potions, and supplies</span></span></p>
<p class="MsoNormal" style="margin-left: 35.7pt; text-indent: -17.85pt;"><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-US"><span>·<span style="font-family: &quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;&quot;;"> </span></span></span><!--[endif]--><span dir="ltr"><span lang="EN-US">Offering more purchasable services within the game’s world such as healing, item repair, transportation, and inventory space</span></span></p>
<p class="MsoNormal" style="margin-left: 35.7pt; text-indent: -17.85pt;"><!--[if !supportLists]--><span style="font-family: Symbol;" lang="EN-US"><span>·<span style="font-family: &quot;font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;&quot;;"> </span></span></span><!--[endif]--><span dir="ltr"><span lang="EN-US">Purchasing items through auction houses, pawning, or private trading, usually with an added markup</span></span></p>
<p class="MsoNormal"><strong><span lang="EN-US"> </span></strong></p>
<p><object data="http://www.youtube.com/v/FcjQxnGjuYo&amp;hl=en&amp;fs=1&amp;rel=0&amp;color1=0x2b405b&amp;color2=0x6b8ab6" type="application/x-shockwave-flash" height="265" width="320"><param name="allowFullScreen" value="true"><param name="allowscriptaccess" value="always"><param name="src" value="http://www.youtube.com/v/FcjQxnGjuYo&amp;hl=en&amp;fs=1&amp;rel=0&amp;color1=0x2b405b&amp;color2=0x6b8ab6"><param name="allowfullscreen" value="true"></object></p>
<p class="MsoNormal"><strong><span lang="EN-US"><br />
Virtual Outsourcing </span></strong>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p><!-- br--></p>
<p class="MsoNormal"><span lang="EN-US"><br />
One of the most disheartening consequences is the outsourcing of virtual labour in the real world.<span> </span>In countries with a lower standard of living (what we might candidly call the ‘third world’) workers are often hired at slave wages to play online games for hours on end, farming their way to real-world profits for bosses ready to exploit them.<span> </span>This is exactly the case with Black Snow Interactive, a small company created in </span><span lang="EN-US">Southern  California</span><span lang="EN-US">.<span> </span>Black Snow was developed by two men who dumped their life savings into renting office space in Tijuana; stocked with eight PCs, a T1 line, and twenty-one Mexican laborers forced to play <em>Ultima Online</em> on rotating eight-hour shifts.<a name="_ftnref7" href="#_ftn7"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[7]</span></span><!--[endif]--></span></span></a><span> </span>While some claim this outsourcing is purely exploitative, others argue it gives people jobs who would otherwise be unemployed. <span> </span>This practice is especially prevalent in </span><span lang="EN-US">China</span><span lang="EN-US"> where it’s estimated 100,000 people (0.4% of Chinese gamers in total) are employed in these faming sweatshops.<a name="_ftnref8" href="#_ftn8"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 12pt; font-family: &quot;&quot;;" lang="EN-US">[8]</span></span><!--[endif]--></span></span></a><span> </span></span>
</p>
<p class="MsoNormal"><span lang="EN-US"> </span></p>
<p class="MsoNormal"><strong><span lang="EN-US"><br />
Game Addiction</span></strong></p>
<p class="MsoNormal"><span lang="EN-US"><br />
It is clear our dependence on modern technology far exceeds their dependence on us.<span> </span></span><span lang="EN-US">It is this same dependency that has resulted in treatment programs being set up worldwide.<span><span> </span></span></span><span lang="EN-US">Amsterdam</span><span lang="EN-US">, </span><span lang="EN-US">Massachusetts</span><span lang="EN-US">, and </span><span lang="EN-US">Richmond</span><span lang="EN-US">, </span><span lang="EN-US">British Columbia</span><span lang="EN-US"> have added ‘computer addicted services’ to their clinics in an attempt to combat this growing trend. <span> </span>In Asian countries such as </span><span lang="EN-US">China</span><span lang="EN-US"> and </span><span lang="EN-US">South   Korea</span><span lang="EN-US">, ‘game addiction’ is beginning to reach epidemic proportions.<span> </span>With an estimated twenty million teenagers logging on in China alone, some estimate as much as one fifth of them have the potential to become addicted.<span><span> </span></span>Symptoms can range from the typical obsessive gaming and withdrawal from daily life. <span> </span>Other characteristics include the player dreaming about the game while sleeping, involuntary typing movements of the fingers, and obsessive thinking about what is happening in the game when offline.<span> </span>Gamers who consider themselves ‘addicted’ often sacrifice sleep and food for continued online play, even at the cost of dehydration and sleep deprivation.<span> </span>This has resulted in sporadic deaths around the globe. </span>
</p>
<p class="MsoNormal"><strong><span lang="EN-US"> </span></strong></p>
<p class="MsoNormal"><span lang="EN-US"><br />
In the strictest literal sense virtual economies are nothing new.<span> </span>We use them everyday; Ebay, debit cards, online banking services, and ATMs are just a few examples of how the internet has changed our daily lives.<span> </span>So to answer the question posited in this article’s title.<span> </span>Yes, virtual worlds do have economic recessions. <span> </span>However, it is only in the sense of how far human beings will go to satisfy their virtual cravings, to grasp the intangible, and achieve nothing.</span>
</p>
<p class="MsoNormal" style="text-align: right;" align="right"><span lang="EN-US"><span> </span></span></p>
<div><!--[if !supportFootnotes]--></p>
<hr size="1"><!--[endif]--></p>
<div id="ftn1">
<p class="MsoFootnoteText"><a name="_ftn1" href="#_ftnref1"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[1]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US">Authors of the literary movement known as ‘cyberpunk’.<span> </span>Common tropes of this science fiction subgenre include cyberspace, virtual reality, artificial intelligences, and the hacker subculture.</span></p>
</div>
<div id="ftn2">
<p class="MsoFootnoteText"><a name="_ftn2" href="#_ftnref2"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[2]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US"> www.mmogchart.com/ </span></p>
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<div id="ftn3">
<p class="MsoNormal"><a name="_ftn3" href="#_ftnref3"><span class="MsoFootnoteReference"><span style="font-size: 10pt;" lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[3]</span></span><!--[endif]--></span></span></span></a><span style="font-size: 10pt;" lang="EN-US"> Taken from the abstract of Edward Castronva’s essay, &#8220;Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier&#8221; (December 2001).<span> </span>Center for Economic Studies and Ifo Institute for Economic Research. Working Paper Series No. 618.</span></p>
</div>
<div id="ftn4">
<p class="MsoFootnoteText"><a name="_ftn4" href="#_ftnref4"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[4]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US"> Taken from the </span><span lang="EN-US">April 15, 2004</span><span lang="EN-US"> log entry (http://www.juliandibbell.com/playmoney/index.html)</span></p>
</div>
<div id="ftn5">
<p class="MsoFootnoteText"><a name="_ftn5" href="#_ftnref5"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[5]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US"> <em><span style="text-decoration: underline;">Virtual </span></em></span><em><span style="text-decoration: underline;"><span lang="EN-US">Island</span></span></em><em><span style="text-decoration: underline;"><span lang="EN-US"> Sells For $26,500</span></span></em><span lang="EN-US">.<span> </span></span><span lang="EN-US">December 14, 2004</span><span lang="EN-US">. http://games.slashdot.org/games/04/12/14/1759253.shtml?tid=209&amp;tid=187</span></p>
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<div id="ftn6">
<p class="MsoFootnoteText"><a name="_ftn6" href="#_ftnref6"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[6]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US"> BBC News. <em><span style="text-decoration: underline;">Gamer buys virtual space station</span></em>. <span class="ds"><span> </span></span></span><span class="ds"><span lang="EN-US">October 25, 2005</span></span><span class="ds"><span lang="EN-US">.</span></span><span lang="EN-US"> http://news.bbc.co.uk/2/hi/technology/4374610.stm</span></p>
</div>
<div id="ftn7">
<p class="MsoFootnoteText"><a name="_ftn7" href="#_ftnref7"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[7]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US">Dibbell, Julian. <span class="textsubhed"><strong><em><span style="text-decoration: underline;">Black Snow Interactive and the World&#8217;s First Virtual Sweat Shop.</span></em></strong> </span><span> </span><span class="textsubhed">Originally published (in edited form) as a sidebar to <span style="text-decoration: underline;"><a href="http://www.wired.com/wired/archive/11.01/gaming.html"><span style="color: windowtext;">&#8220;Unreal Estate Boom, or, The 79th Riches</span><span style="color: windowtext;">t Nation on Earth Doesn&#8217;t Exist</span><span style="color: windowtext;">&#8220;</span></a></span> Wired magazine, January 2003.</span></span></p>
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<div id="ftn8">
<p class="MsoFootnoteText"><a name="_ftn8" href="#_ftnref8"><span class="MsoFootnoteReference"><span lang="EN-US"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size: 10pt; font-family: &quot;&quot;;" lang="EN-US">[8]</span></span><!--[endif]--></span></span></span></a><span lang="EN-US">Barboza, David. <em><span style="text-decoration: underline;">“Ogre to Slay, Outsource it to </span></em></span><em><span style="text-decoration: underline;"><span lang="EN-US">China</span></span></em><em><span style="text-decoration: underline;"><span lang="EN-US">”</span></span></em><span lang="EN-US"> </span><span lang="EN-US">New York</span><span lang="EN-US"> Times, </span><span lang="EN-US">December 9, 2005</span><span lang="EN-US">.<br />
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		<title>Postmodernism and the Video Game (Part Five)</title>
		<link>http://scifiwatch.net/postmodernism-and-the-video-game-part-five/</link>
		<comments>http://scifiwatch.net/postmodernism-and-the-video-game-part-five/#comments</comments>
		<pubDate>Thu, 01 May 2008 08:27:30 +0000</pubDate>
		<dc:creator>David Halpert</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[Double Dragon]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[Freelance Articles]]></category>
		<category><![CDATA[genre]]></category>
		<category><![CDATA[genre hybridity]]></category>
		<category><![CDATA[grand theft auto]]></category>
		<category><![CDATA[GTA]]></category>
		<category><![CDATA[GTA IV]]></category>
		<category><![CDATA[intertextuality]]></category>
		<category><![CDATA[Max Payne]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[pastiche]]></category>
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		<category><![CDATA[vice city]]></category>
		<category><![CDATA[Video Game Culture]]></category>
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		<description><![CDATA[Pastiche, Intertextuality &#38; Genre Hybridity 
“The writers and artists of the present day will no longer be able to invent new styles and worlds – they’ve already been invented; only a limited number of combinations are possible…in a world in which stylistic innovation is no longer possible, all that is left is to imitate dead [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal"><em><strong><span style="font-size:12pt;">Pastiche, Intertextuality &amp; Genre Hybridity</span></strong></em><strong><span> </span></strong></p>
<p class="MsoNormal" style="line-height:150%;">“The writers and artists of the present day will no longer be able to invent new styles and worlds – they’ve already been invented; only a limited number of combinations are possible…in a world in which stylistic innovation is no longer possible, all that is left is to imitate dead styles”<a name="_ftnref1" href="#_ftn1"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size:12pt;">[1]</span></span><!--[endif]--></span></span></a></p>
<p></ br></p>
<p style="line-height:150%;">Probably one of the oldest precedents in postmodern gaming, pastiche is a type of blank parody.<span> </span>To paraphrase Jameson, ‘satire without impulse, parody without laughter’.<span> </span>Intertextuality refers to the shaping of texts’ meanings from other texts.<span> </span>For instance, some examples of intertextuality in literature include:</p>
<ul type="disc">
<li class="MsoNormal"><a title="East of Eden Wikipedia Page" href="http://en.wikipedia.org/wiki/East_of_Eden" target="_blank"><strong><em>East of </em><em>Eden</em></strong></a> (1952) by John Steinbeck: A retelling of the story of Genesis, set in the Salinas Valley of Northern      California.</li>
<li class="MsoNormal"><a title="Ulysses Wikipedia Page" href="http://en.wikipedia.org/wiki/Ulysses" target="_blank"><strong><em>Ulysses</em></strong></a> (1914) by James Joyce: A retelling of Homer&#8217;s Odyssey, set in Dublin.
<p style="text-align:center;"><img class="alignnone size-medium wp-image-833" title="grand-theft-auto-4-screenshot-big" src="http://scifiwatch.net/wp-content/uploads//grand-theft-auto-4-screenshot-big-300x168.jpg" alt="grand-theft-auto-4-screenshot-big" width="300" height="168" /></p>
</li>
</ul>
<p class="MsoNormal" style="line-height:150%;">While pastiche and intertextuality are more suited terms for literature, many examples appear within interactive gaming entertainments.<span> </span>Let’s take the game <em><a title="Vice City Wikipedia Page" href="http://en.wikipedia.org/wiki/GTA:_Vice_City" target="_blank"><strong>Grand Theft Auto: Vice City</strong></a> </em>as our archetypal example.<span> </span>Indeed one of the more comical aspects of the game is that much of its cutscene storylines borrow from references to popular culture.<span> </span>These include but are not limited to <em>Taxi</em>, <em>Red Dawn</em>, <em>Heat</em>, <em>Pulp Fiction</em>, <em>Scarface</em>, and <em>Carlito’s Way</em>.<span> </span>The title ‘Vice  City’ alone implies not only that the setting is a place of ‘vice’ but also makes fun of the popular eighties television show <a title="Miami Vice Wikipedia Page" href="http://en.wikipedia.org/wiki/Miami_Vice" target="_blank"><strong><em>Miami Vice</em></strong></a>.</p>
<p><b></b><br />
</ br></p>
<p class="MsoNormal" style="line-height:150%;">So how can we apply this to video games?<span><br />
</span>The answer is genre hybridity.</p>
<p><b></b><br />
</ br></p>
<p class="MsoNormal" style="line-height:150%;">One of the staples of <a title="Vice City" href="http://en.wikipedia.org/wiki/GTA:_Vice_City" target="_blank"><strong><em>Grand Theft Auto: Vice City</em></strong></a> is its versatile gameplay.<span> </span>Indeed, the actions of the player (one Tommy Vercetti) include the third-person over-the-shoulder elements of shooting games; the combat system of traditional fighting games like <a title="Double Dragon Wikipedia Page" href="http://en.wikipedia.org/wiki/Double_Dragon" target="_blank"><strong><em>Double Dragon</em></strong></a> and <a title="Streets of Rage Wikipedia Page" href="http://en.wikipedia.org/wiki/Streets_of_Rage" target="_blank"><strong><em>Streets of Rage</em></strong></a>; the driving elements of classics like <em>San Francisco Rush</em>, <em>Crazy Taxi</em>, and <em>Road Rage</em>; as well as the open-ended worldliness of Massively Multiplayer Online Role-Playing Games like <a title="Everquest" href="http://en.wikipedia.org/wiki/Everquest" target="_blank"><strong><em>Everquest</em></strong></a> and <a title="World of Warcraft" href="http://en.wikipedia.org/wiki/World_of_Warcraft" target="_blank"><strong><em>World of Warcraft</em></strong></a> that allow the participant to explore a fully flushed out gaming environment.</p>
<p style="text-align:center;"><img class="alignnone size-medium wp-image-834" title="max-payne-2" src="http://scifiwatch.net/wp-content/uploads//max-payne-2-300x225.jpg" alt="max-payne-2" width="300" height="225" /></p>
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<p class="MsoNormal" style="line-height:150%;">This genre hybridity, however, is not strict to video games genres but can indeed cross mediums altogether.<span> </span>Take the <a title="Max Payne Wikipedia Page" href="http://en.wikipedia.org/wiki/Max_Payne" target="_blank"><strong><em>Max Payne</em></strong></a> series and examine what formats construct the game.<span> </span><em>Max Payne</em> combines the traditional tropes of hardboiled detective fiction, sketch drawings as cutscenes typically seen only in comic books, the voiceover monologues of the lead protagonist during actual gamplay (a technique normally suited for cinema), and the use of flashbacks as entire levels, a common technique used in television.</p>
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Since there are only a limited number of storylines to tell, our only method of inventing new styles of gameplay is to resurrect dead genres and reconstruct them to make something new.<span> </span>Narration evolves, gameplay evolves.<span> </span>Hardware merely progresses.<span> </span>Long gone are the days of two-dimensional side-scrollers and linear gameplay.<span> </span>The future of gaming is here and now.</p>
<p class="MsoNormal" style="text-align:right;" align="right">January 2009</p>
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<p class="MsoFootnoteText"><a name="_ftn1" href="#_ftnref1"><span class="MsoFootnoteReference"><span><!--[if !supportFootnotes]--><span class="MsoFootnoteReference"><span style="font-size:10pt;">[1]</span></span><!--[endif]--></span></span></a> Taken from Frederic Jameson’s “Post-modernism: The Cultural Logic of Late Capitalism” (1984)</p>
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		<title>Postmodernism and the Video Game (Part Four)</title>
		<link>http://scifiwatch.net/postmodernism-and-the-video-game-part-four/</link>
		<comments>http://scifiwatch.net/postmodernism-and-the-video-game-part-four/#comments</comments>
		<pubDate>Wed, 30 Apr 2008 08:14:53 +0000</pubDate>
		<dc:creator>David Halpert</dc:creator>
				<category><![CDATA[A Writer's Life]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[cat and mouse]]></category>
		<category><![CDATA[dark age of camelot]]></category>
		<category><![CDATA[deep thought]]></category>
		<category><![CDATA[emergent gameplay]]></category>
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		<category><![CDATA[Guitar Hero]]></category>
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		<guid isPermaLink="false">http://davidsmag.wordpress.com/?p=126</guid>
		<description><![CDATA[Emergent Gameplay
In 1989, Russian chess grandmaster, Garry Kasparov, defeated the computer, Deep Thought, in a two-game championship chess match. In the move before Deep Thought’s defeat it took the computer three seconds to decide its next move. Now why is it significant? It’s just three seconds after all. Answer this. Why would a computer that [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal"><em><strong><span style="font-size:16pt;">Emergent Gameplay</span></strong></em></p>
<p>In 1989, Russian chess grandmaster, Garry Kasparov, defeated the computer, Deep Thought, in a two-game championship chess match.<span> </span>In the move before Deep Thought’s defeat it took the computer three seconds to decide its next move.<span> </span>Now why is it significant?<span> </span>It’s just three seconds after all.<span> </span>Answer this.<span> </span>Why would a computer that is capable of achieving millions of calculations per second need three of them to make its next move?<span> </span>Many scientists cite this example as one of the first instances a machine has shown intelligence, a consciousness.<span> </span><br />
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<p class="MsoNormal">As games get more complex, quality assurance testers are finding it increasingly more difficult to locate and eliminate computational errors.<span> </span>Conversely, gamers themselves are finding new and innovative ways to tamper with a game’s mechanics in ways the programmers never anticipated.<span> </span>This section is by and large an extension of open-ended gameplay but is further extended to include the technological progression of console hardware and the public’s influence to affect a gameplay’s mechanics for entertainment or economical purposes.</p>
<p style="text-align: center;"><a href="http://davidsmag.files.wordpress.com/2008/04/redvsblue.jpg"><img class="alignnone size-medium wp-image-825" title="red-vs-blue" src="http://scifiwatch.net/wp-content/uploads//red-vs-blue-300x224.jpg" alt="red-vs-blue" width="300" height="224" /><br />
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<p class="MsoNormal">Consider the following examples:</p>
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<li><strong>Machinima</strong>: The art of making films using a game engine. Cut scenes in games rendered using the game models instead of motion video or actors are examples of machinima. Usually though the term is used to describe content not originally developed for the game (i.e. <em><a title="Red Vs. Blue Wikipedia Page" href="http://en.wikipedia.org/wiki/Red_Vs._Blue" target="_blank"><strong>the Red vs. Blue Series</strong></a></em>).</li>
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<li><strong>Cat and Mouse</strong>:<span> </span>In online car racing games players came up with this variation. <span> </span>The racers play on teams of at least two cars. Each team picks one very slow car, and their goal is to have their slow car cross the finish line first. Thus the team members in faster cars aim to push their slow car into the lead and ram their opposing teams’ slow cars off the road (i.e. <a title="Project Gotham Racing Wikipedia Page" href="http://en.wikipedia.org/wiki/Project_Gotham_Racing" target="_blank"><strong><em>Project Gotham Racing</em></strong></a>).</li>
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<li><strong>Lurikeen invasion</strong>: Inspired by the diminutive form of the smallest avatar in <a title="Dark Age of Camelot Wikipedia Page" href="http://en.wikipedia.org/wiki/Dark_Age_of_Camelot" target="_blank"><strong><em>Dark Age of Camelot</em></strong></a>, a guild called ‘Lurikeen Invasion’ formed on the<span> </span>Guinevere Shard, Hibernia Realm, starting an imaginary political movement based on the power of the lurikeen class. Originally started as a Grief guild, Thousands of players quickly joined created characters ending in ‘*keen’ e.g. ‘cokekeen’, ‘iamkeen’ on a single game server. As Dark Age of Camelot requires a roughly equal balance of three different races on each shard, Guinevere shard quickly became unbalanced and overrun by the ‘keen invasion’. It became so large Mythic Entertainment had to re-design the guild statistics webpages.</li>
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<li><strong>Real economy interaction</strong>: Traders in massively multiplayer online games with economic systems play purely to acquire virtual game objects or avatars which they then sell for real-world money on auction websites or game currency exchange sites. This results in the trader&#8217;s play objective to make real money regardless of the original game designer&#8217;s objectives (i.e. <a title="World of Warcraft Wikipedia Page" href="http://en.wikipedia.org/wiki/World_of_Warcraft" target="_blank"><em><strong>World of Warcraft</strong></em></a>, <a title="Everquest Wikipedia Page" href="http://en.wikipedia.org/wiki/Everquest" target="_blank"><em><strong>Everquest</strong></em></a>, <a title="Project Entropia Wikipedia Page" href="http://en.wikipedia.org/wiki/Project_Entropia" target="_blank"><strong><em>Project Entropia</em></strong></a>, etc.)</li>
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<li><strong>Glitch or quirk-based strategies</strong>:<span> </span>In several games, especially first-person<span> </span>shooters, game glitches or physics quirks can become viable strategies, or even spawn their own game types. In id Software’s <a title="Quake Series Wikipedia Page" href="http://en.wikipedia.org/wiki/Quake_series" target="_blank"><em><strong>Quake</strong></em></a> series, rocket jumping is a popular strategy (as is gauss jumping in Valve Corporation&#8217;s <a title="Half-Life Series" href="http://en.wikipedia.org/wiki/Half-Life_series" target="_blank"><em><strong>Half-Life series</strong></em></a>) — a player fires a rocket at the ground while jumping, allowing the weapon&#8217;s splash damage to propel him to otherwise unreachable areas. <a name="Sequence_breaking"></a><a name="Cat_and_Mouse"></a><a name="Lurikeen_invasion"></a><a name="Real_economy_interaction"></a></li>
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<p style="text-align: center;"><a href="http://davidsmag.files.wordpress.com/2008/04/project-gotham-racing-3-2.jpg"><img class="alignnone size-medium wp-image-826" title="world_of_warcraft" src="http://scifiwatch.net/wp-content/uploads//world_of_warcraft-300x225.jpg" alt="world_of_warcraft" width="300" height="225" /><br />
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<p class="MsoNormal">More often than not I’m going on Youtube to find new videos of people hacking <a title="Guitar Hero Series Wikipedia Page" href="http://en.wikipedia.org/wiki/Guitar_Hero_series" target="_blank"><em><strong>Guitar Hero’s</strong></em></a> game engine to custom-create their own songs, or reprogramming a Nintendo Wii controller to use on laptops.<span> </span>If what we’re seeing is a trend towards open-ended storytelling and away from linear narrative; than with regards to emergent gameplay, what we’re seeing is a shift from big-time developers/publishers to indie development and a hacking subculture bent on subverting a game’s mechanics and programming to the fullest extent. (<a title="Postmodernism of the Video Game (Part Five)" href="http://scifiwatch.net/?p=129" target="_blank"><strong>Continue to Part Five</strong></a>)</p>
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