Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

Wednesday, August 15, 2018

EXP Podcast #490: Technophilia

"Oh my god.
I can't see a thing with these on!"
The future is here! Again. For at least the third time this year. It's like the future doesn't want to leave us alone. This week on the EXP Podcast, we discuss the MagicLeap, a new pair of Alternate Reality goggles that promise to change the way we see the world - and the way we play in it. You can own this particular technological wonder for $2,395. Ouch!

Is it time we stop being so excited about the future?

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.





Show Notes:

- Runtime: 33m
Nintendo investor relations site
- Music by Brad Sucks

Wednesday, September 18, 2013

EXP Podcast #242: The Magnitude of Microconsoles

"Wait! Don't touch that... welp, you touched it."
Ouya might be struggling right now, but the concept of a cheap and adaptable home console alternative to the big three is here to stay. What does that mean for the future of gaming? And what does it mean for Microsoft, Sony, and Nintendo? Stick around and ask Mr. Businessman! This week on the show, Scott and I go over the edge with the coming technological tide. As always, check out the article that inspired this week's podcast in the show notes below, it's a good one. We also encourage you to leave your thoughts and predictions about microconsoles in the comments below. Do you own an Ouya? Are you a believer?

- Subscribe to the EXP Podcast via iTunes
- Find the show on Stitcher
- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Runtime: 40 min 05 sec
- "Snuffing out disruptive microconsoles won't be so easy for the 'big three'," by Kris Graft via Gamasutra
- Music by: Brad Sucks

Tuesday, June 7, 2011

Queasy About the Future

Sometimes, video games make me sick. Not in a moral or philosophical way (although watching the E3 press conferences can erode one's faith in humanity), but literally: every so often, games give me a mean case of motion sickness. I was reminded of this unhappy fact by some games I've been playing recently as well as a few news items from E3. If current trends continue, it looks like I and other nauseous gamers should prepare ourselves for some rough water.

As my parents could tell you, my childhood was full of queasy car rides. I suppose that makes me a typical case, as Web MD claims that kids between 5 and 12 are especially prone to motion sickness. As I've grown older, I have conquered the epic challenges of reading on a plane and sitting backwards on BART. However, every so often, I'll lose my sea legs, usually because of a video game.

Tuesday, March 1, 2011

Tricks of the Trade

Video games demand an unusual amount of skill in comparison to other media. If one wants to get the most out of a game, factors like manual dexterity, the ability to distinguish between colors, and spacial reasoning all come into play. There's also an additional layer of skill set one builds up as the years pass: simply getting games to work properly can be its own kind of challenge. The amount of complex software and hardware involved in running a game is staggering when one stops to think about it, and it's inevitable that the ride can get bumpy at times. Recently, Hanah and I encountered one such bump during our joint re-playing of 2008's Prince of Persia.

Wednesday, June 23, 2010

EXP Podcast #83: E3 2010 Restrospective

This year's Electronic Entertainment Expo has come and gone, leaving in its wake rumors, exciting announcements, technical innovations, and underpaid "booth babes." I was fortunate enough to attend the three day event, getting to see some unreleased creations a few months early and bask in corporate self-aggrandizement. This week on the podcast, Scott and I discuss the ins-and-outs of E3, from motion controls and 3D technology, to Zelda and SOCOM 4. Let us know your thoughts in on all the E3 announcements in the comments section below.

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 38 mins 59 secs
- Music provided by Brad Sucks Read more!

Ed. note: I know, Twilight Princess is a Zelda game on the Wii. Also, 3DS ships March 2011, not this fall. Sorry to get your hopes up.

Monday, June 21, 2010

Motion in Public

The Nintendo Wii launched nearly four years ago and it undoubtedly changed how we view and approach gaming. Even now, its influence is demonstrably strong on Microsoft and Sony. This fall, both companies are launching their own motion control hardware, wrangling in the remaining consumers eager to shake their dongle or their booty at the TV.

For some time now I have considered myself a motion control skeptic. The household Wii gets so little use, it has given me little reason to believe the PS Move of Kinect will herald in the dawn of a new age in interactivity. After seeing the merchandise at this year's E3, and given some brief hands on (and off) time with both devices, my opinion has swayed. Motion controls interest me not for the stellar "hard core" titles in the works, but for the possibility they mark a growing trend in normalizing public play.

One of my problems with motion controls is their disconnect between their marketing and their actual purpose. Sony and Microsoft would have us believe the Move and Kinect are technological advancements, leaps forward along a linear progression for the game's industry. At long last, the future is nigh upon us and its name is what exactly? Do these devices solve a long established problem for gamers? Have we been tragically confined to the counter-immersive system of buttons? No, of course not. For the vast majority of current gamers, the status quo is working just fine.
We should call the Move and Kinect what they are: as of yet untested methods of interaction with digital realms, just two among many. They are optional and on occasion, like all input methods, completely superfluous. There will certainly be great games that require motion tracking, but they will not replace or define the industry. Sony seems keenly aware of this fact, and many of the titles that will feature Move compatibility will also include non-Move options on the same disc.

Accessibility is a buzzword around motion controls. By responding to an individuals bodily movement instead of their dexterous fingers, newcomers to gaming may find the systems more hospitable. This is a silly idea. One, there are already a large catalog of "noob" friendly games designed with that purpose in mind. It is actually a bit insulting to presume your non-gaming friends are so absurdly ignorant that only waving their arms about in front of the screen will allow them to enjoy gaming. Secondly, there are serious accessibility concerns with this new hardware. We know little about how well the Move and the Kinect can pick up subtle movements from less-abled players. There are even doubts Kinect can recognize someone sitting down - sad news for those unable to stand on their own.
Accessibility is increased, however, with two elements of motion control: transparency and public play. Put simply, anyone unfamiliar with gaming can see how an individuals actions correlate to on-screen action. Most importantly, it normalizes a form of public recreation. At E3 I saw grown adults, many in work attire, happily flailing about with plenty of strangers watching their every move. They were playing, in public, and did not seem even slightly self-conscious. I do not think this behavior would be so readily accepted ten years ago. The Move, and the Kinect even more so, widen the visible space and lay bare the act of play for its own sake.

Both motion controls are in some ways targeted towards an adult audience. Stuart Brown, the founder of the National Institute of Play and an expert on the science of play, affirms the notion that adult play, unattached from specific goals, is necessary to maintain a healthy lifestyle:

"Adults, for example, who have either forgotten or lost its joys, or put play in their back pocket, are people who, as a result of their own adult play deprivation regardless of how much play they may have had as kids, will be rigid, narrow in their thinking, brittle in their response to stress, and much less open to handling the curve balls life throws us."

Humans are inclined towards play, even as adults. Too often we ignore opportunities for play, or convert play opportunities into competitive and goal oriented tasks. Keeping monthly totals for how long you have walked may help you maintain an exercise routine, but it might also sap the activity of playful vigor. Opening up public space for play is incredibly valuable in fitting play into our schedules, which is why I liked Artist Bruno Taylor's installation of a swing set at a bus stop (top). Public play space reminds us to take a break now and then. Motion controls offer the possibility of normalized recreation, among friends and in our own home, widening and creating new venues for play, especially for non-gamers.

Dance Dance Revolution
exposed entertainment years ago, but now games like Dance Central from Harmonix may openly display revelry to a wider audience, thereby encouraging participation. Harmonix also continues to accomplish this with Rockband, getting people to sing in front of their friends loudly, openly, and with only a little bit of shame if any.
Converting your living room into a stage may have a lasting affect. Maybe someone more comfortable performing in front of friends, will find themselves performing better in other social situations. Maybe someone willing to "drop it like its hot" in Dance Central will more easily overcome stressful situations at the office. Even without a wide range of must-purchase software in the near future, we should look forward to the unforeseen consequences of normalized public play. Motion controls may not change the games industry, but they might just change how we all incorporate play into our day-to-day lives. Now that is a prospect that will get me moving.

Wednesday, May 5, 2010

EXP Podcast #76: The Future of Games - In 3-D!

Have recent video games left you feeling a little flat? Fear not: as we speak, companies are getting ready to venture in to your living room via the third dimension. This week, we use Gus Mastrapa's article about the current 3-D gaming scene to discuss what may be the next big visual leap in games. Topics include everything from the practical costs of the technology to its implications for game design. Regardless of whether you already own a custom pair of 3-D goggles or if you still rock a black-and-white tube-TV, feel free to share your thoughts in the comments.

Some discussion starters:

- What kind of barrier to entry does 3-D face pose for the average gamer? Is there a certain price it must reach or a certain feature it must have before you make the jump?

- What do you think the relationship will be between 3-D and other technologies such as motion control and head tracking?

- How would you like to see 3-D implemented in games (if at all)? Are there certain existing games that you feel would benefit from the added depth?

- How does something like the Nintendo DS (or the forthcoming "3DS") impact your thoughts on TV and monitor-based 3-D rigs?


To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 27 min 42 sec
- "Why 3-D Gaming's Future is Still Blurry," by Gus Mastrapa
- Music provided by Brad Sucks

Wednesday, April 1, 2009

EXP podcast #19: The OnLive Myth

The gaming internet sites were humming with excitement during the Game Developers Conference last week in sunny San Francisco. Upon one particular announcement, a mix of gleeful tittering and cries of consternation were audible across the bay, and a widespread internet discussion soon followed. The product announced was OnLive, a gaming service that purports to do away with hardware concerns by streaming your games over high-speed internet. Crowds gathered around the presentation like skeptics around a yeti corpse, wanting to believe in the mythical beast.

This week, Scott and I discuss OnLive as it relates to the curative properties of snake oil, urban ISP ruffians, scam artists, and the future of consumer participation in game consumption. Since we are drawing on a wider collection of news sources than normal, we will link some of the more interesting pieces in the show notes along with OnLives demonstration video. If you are curious about OnLive further, allow us to google that for you. Comments are encouraged via email on the right or in the comments section below. We look forward to hearing your thoughts.


Some discussion starters:

- Do you think the time is right for a service like OnLive? Are people ready for another console competitor?
- Do you think the infrastructure exists for OnLive?
- Would you partake in this service or do you think the growing pains of expanding their content is too much?


To listen to the podcast:
- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show Notes:

- Run time: 28 min 14 sec
- OnLive website with video.
- John Spinale talks to The Escapist about OnLive.
- Richard Leadbetter, of Erogamer, explains why OnLive can't possibly work.