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	<title>Salon.com > Howard Wen</title>
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	<link>http://www.salon.com</link>
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		<title>Battle.net goes to war</title>
		<link>http://www.salon.com/2002/04/18/bnetd/</link>
		<comments>http://www.salon.com/2002/04/18/bnetd/#comments</comments>
		<pubDate>Thu, 18 Apr 2002 19:30:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
		<category><![CDATA[All Salon]]></category>
		<category><![CDATA[Gaming]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2002/04/18/bnetd</guid>
		<description><![CDATA[Is an open-source version of Blizzard Entertainment's  online gaming service an illegal copyright violation, or just a good example of how the Internet works?]]></description>
			<content:encoded><![CDATA[<p>Build a better mouse trap, catch more mice. Build a better online gaming server, get yourself sued. That is what's happening to the developers of <a target="new" href="http://www.bnetd.org/">bnetd,</a> a software program for Web servers that duplicates the functionality of <a target="new" href="http://www.battle.net">Battle.net,</a> Blizzard Entertainment's hugely popular online gaming service. </p><p>Ross Combs and Rob Crittenden, two of the lead developers on bnetd, say all they ever wanted to do was create a place to play best-selling Blizzard games like <a href="/21st/reviews/1998/05/28review.html">Starcraft</a> and <a href="/tech/feature/2000/07/07/diablo_ii/">Diablo</a> in a friendly online atmosphere free of the technical bugs that plague Battle.net. </p><p>Anyone who has ventured on to Battle.net to wage war against aliens or to hack and slash through dungeons is likely to appreciate the sentiment. Battle.net's popularity has been one of its great drawbacks. Frequent crashes and slow response times due to a huge crush of players -- especially right after the release of a new game -- can often make Battle.net an unpleasant experience. The technical problems are exacerbated by social malfunctions: the malicious killing of some gamers by other players and the proliferation of hacks that give some players unfair advantages. </p><p><a href="http://www.salon.com/2002/04/18/bnetd/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Atari lives!</title>
		<link>http://www.salon.com/2001/07/09/atari/</link>
		<comments>http://www.salon.com/2001/07/09/atari/#comments</comments>
		<pubDate>Mon, 09 Jul 2001 19:30:00 +0000</pubDate>
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				<category><![CDATA[Arts]]></category>
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		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2001/07/09/atari</guid>
		<description><![CDATA[The original king of the consoles is 24 years old, boasts clunky graphics and dinky sounds, yet is still doing quite nicely, thank you.]]></description>
			<content:encoded><![CDATA[<p>It's the summer of 2001 and the video game industry is bigger and hotter than ever. In the feverishly contested hand-held market, Nintendo's GameBoy Advance and Atari's 2600-compatible VCSp are the must-have consoles. But fans are also eagerly awaiting new releases for popular consoles, like Metal Gear Solid 2: Sons of Liberty for Sony's PlayStation 2 and Elevator Action for the Atari 2600. </p><p>Wait just a second. Elevator Action for the Atari 2600? In the 21st century? Isn't the Atari 2600 the archaic console that only plays those games with the rinky-dink graphics and sound and simplistic play, like Combat and that godawful version of Pac-Man? The one with the goofy pseudo wood-grain trim on its casing that started the whole video game console market 24 years ago? </p><p>Yep. The Atari 2600 ceased production in 1989. But practically speaking it never really went away. The abandoned system has been adopted by online fans, who nurture it with loving care. And they're doing more than just keeping it on life support; the Atari 2600 is actually growing -- new games are being written, and new hardware is being manufactured. Affection for the system and its classic games may be strongest among those who were kids or teenagers during its heyday, but even though the 2600's technology is Neolithic compared with present-day systems, it's still gaining new fans. Some are programmers who want to test their skills against the severe restrictions forced by primitive hardware. Some are attracted to games that emphasize playability over whiz-bang graphics. And some just think the system's hip. </p><p><a href="http://www.salon.com/2001/07/09/atari/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Do-it-yourself &#8220;Star Wars&#8221;</title>
		<link>http://www.salon.com/2000/11/16/fan_films/</link>
		<comments>http://www.salon.com/2000/11/16/fan_films/#comments</comments>
		<pubDate>Thu, 16 Nov 2000 20:30:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
		<category><![CDATA[All Salon]]></category>
		<category><![CDATA[Star Wars]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2000/11/16/fan_films</guid>
		<description><![CDATA[It's the next copyright battleground -- fan filmmakers are hacking their favorite movies.]]></description>
			<content:encoded><![CDATA[<p>Have you seen <a target="new" href="http://theforce.net/theater/shortfilms/darkredemption/index.shtml">"The Dark Redemption,"</a> the "Star Wars" prequel film set days before the events of the original "Star Wars"? What about <a target="new" href="http://www.theforce.net/theater/shortfilms/bountytrail/">"Bounty Trail,"</a> which features the further adventures of "Star Wars" intergalactic bounty hunter Boba Fett? Or how about that episode of <a target="new" href="http://www.fountainheadpictures.com/FHPSite/X-Files_Graceland/graceland.html">"The X-Files"</a> in which Mulder and Scully investigate the death of Elvis Presley? If "Star Trek: Voyager" isn't doing it for you, then take a look at the other Trek series, "Hidden Frontier." </p><p>If the above sound like fanciful ideas dreamed up by fans, that's because they are. And the odd thing is, they also actually exist for you to watch and enjoy. </p><p><a href="http://www.salon.com/2000/11/16/fan_films/">Continue Reading...</a></p>]]></content:encoded>
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		<title>The game of art</title>
		<link>http://www.salon.com/2000/10/17/screenshots/</link>
		<comments>http://www.salon.com/2000/10/17/screenshots/#comments</comments>
		<pubDate>Tue, 17 Oct 2000 19:30:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/log/2000/10/17/screenshots</guid>
		<description><![CDATA[In the exhibit "Screenshots," tragedy is rendered in a playful resolution.]]></description>
			<content:encoded><![CDATA[<p>Life imitates art and vice versa, we've all been told, but just how did video games get involved in the equation? That's just one of the questions raised by the digital art show <a target="new" href="http://asuam.fa.asu.edu/haddock/main.htm">Screenshots</a> being exhibited at Arizona State University Art Museum. Created by Jon Haddock, 39, who holds down a day job as a computer systems administrator, the 20-piece series imagines historical and fictitious events as if they were scenes from computer games. The images include real events -- Nicole Brown Simpson's murder, the INS raid that recovered <a href="/directory/topics/elian_gonzalez/">Elian Gonzales</a> -- and fictional ones -- scenes from such movies as "The Sound of Music" and "12 Angry Men." All are rendered in the pseudo 3D "isometric" perspective so popular in such current computer games as <a href="/tech/review/2000/02/17/sims/index.html">the Sims.</a> </p><p>Inspired by the look of the Sims (which he has yet to play, he admits), Haddock created his faux game images using Photoshop. His first criteria for choosing a subject to interpret in this computer game-style perspective was that it be an image or event that had affected him profoundly. In doing so, Haddock gives equal merit to both the fictitious and actual. </p><p><a href="http://www.salon.com/2000/10/17/screenshots/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Sim dizzy</title>
		<link>http://www.salon.com/2000/08/11/sim_sickness/</link>
		<comments>http://www.salon.com/2000/08/11/sim_sickness/#comments</comments>
		<pubDate>Fri, 11 Aug 2000 18:55:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
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		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2000/08/11/sim_sickness</guid>
		<description><![CDATA[Does Half-Life make you sick? Well, you're not alone. Plenty of gamers suffer from simulation sickness.]]></description>
			<content:encoded><![CDATA[<p>It takes only a few minutes for Tony Lastowka to get queasy: "I'll start to feel nauseous and jittery. Then I get hot flashes and my vision gets hazy," he says. "At this point, I throw up." </p><p>The 21-year-old systems administrator in Philadelphia isn't talking about an allergic reaction or the aftermath of a wild night of drinking. Nope, this is his thanks for creeping around abandoned missile silos and evading ruthless assassins in Half-Life's Black Mesa Federal Research Facility or emerging victorious from a death match in Unreal Tournament. These fast-action games make him sick. Literally. </p><p>Paul Tomblin, 39, faces similar problems. A programmer and small-plane pilot, Tomblin overcame the motion sickness that plagued him during flight training, but when he's careening through the virtual terrain of games like Half-Life and Quake III, he still gets nauseous. "Sometimes, after a long session of playing, I have to go lie down -- I definitely feel like I'm going to throw up," he says. "I also get bad headaches and a feeling like my eyeball muscles are tired." </p><p><a href="http://www.salon.com/2000/08/11/sim_sickness/">Continue Reading...</a></p>]]></content:encoded>
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		<title>The waiting game</title>
		<link>http://www.salon.com/2000/02/08/daikatana/</link>
		<comments>http://www.salon.com/2000/02/08/daikatana/#comments</comments>
		<pubDate>Tue, 08 Feb 2000 17:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
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		<category><![CDATA[Artificial Intelligence]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/2000/02/08/daikatana</guid>
		<description><![CDATA[Will John Romero&#039;s Daikatana ever hit the shelves? When it does, will first-person shooter players still care?]]></description>
			<content:encoded><![CDATA[<p><b>I</b> witnessed a blood bath in the downtown Dallas offices of game developer ION Storm -- though a virtual one: four young men blasting each other in a multiplayer shoot-out on a beta of the company's premier game, Daikatana. The guys were finalists who had beaten a slew of challengers in an online demo of Daikatana earlier in the year and had been flown in by ION on the morning of Dec. 17 to slug it out in the "big play-fortress" office built of steel, glass, wood and overhead canopies dramatically perched in a tall skyscraper.</p><p>The shootout and the extravagant party that followed were held to celebrate the long-delayed release of Daikatana. There was just one problem: ION missed its pre-Christmas target date for the game, just as it had missed a calendar's worth of scheduled launches over the previous year and a half. Since the party, talk of a mid-January launch has come and gone, and no game has been released. At this point, gamers have stopped asking when Daikatana will hit store shelves. If they think of Daikatana at all, they're more likely to ask: When ION eventually gets this terminally late game out the door, will anyone still care?</p><p><a href="http://www.salon.com/2000/02/08/daikatana/">Continue Reading...</a></p>]]></content:encoded>
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		<title>It&#039;s not the end of the &#8220;Millennium,&#8221; after all</title>
		<link>http://www.salon.com/1999/09/09/virtual_season/</link>
		<comments>http://www.salon.com/1999/09/09/virtual_season/#comments</comments>
		<pubDate>Thu, 09 Sep 1999 16:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1999/09/09/virtual_season</guid>
		<description><![CDATA[The TV series may have been canceled by Fox, but fans are producing a new season online.]]></description>
			<content:encoded><![CDATA[<p><b>I</b>n the last episode of the Fox series "Millennium," we saw Frank Black and his 6-year-old daughter, Jordan, literally drive off into the sunset. They had survived their latest life-threatening ordeal and were escaping to a hopeful, though uncertain, future.</p><p>That future remains uncertain -- because <a target="new" href="http://www.fox.com/millnium/main.htm">"Millennium"</a> won't return when the fall season starts this month. The TV series was canceled in May after three lackluster seasons.</p><p>But an unofficial fourth season of "Millennium" is well into its eighth episode on the Net. The <a target="new" href="http://www.millennium-compendium.com/vs/">virtual season</a> on the Millennium Compendium fan site is currently "airing" the <a target="new" href="http://www.millennium-compendium.com/vs/archived/text/ep408.txt">"Twilight Years"</a> episode, in which Frank Black searches for a gruesome killer, and promises to premiere "Acolyte" on Friday. This virtual season represents the handiwork of 11 fans who are determined to keep the network failure alive, at least until the new year.</p><p><a href="http://www.salon.com/1999/09/09/virtual_season/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Why emulators make video-game makers quake</title>
		<link>http://www.salon.com/1999/06/04/emulators/</link>
		<comments>http://www.salon.com/1999/06/04/emulators/#comments</comments>
		<pubDate>Fri, 04 Jun 1999 16:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1999/06/04/emulators</guid>
		<description><![CDATA[The new "emus" aren&#039;t about piracy -- they&#039;re about freeing code from the chains of proprietary hardware.]]></description>
			<content:encoded><![CDATA[<p>Imagine buying a "next generation" audio CD player -- that doesn't work with your present CD library -- every four years or so. That's the strangely inefficient model under which the video game console business has always thrived.</p><p>The game industry has grown up around successive generations of hardware, like the original Nintendo game box or the Sony PlayStation. Consumers benefited since competing formats spurred the advancement of video game technology. And the companies that owned a gaming platform made money through licensing fees, which third-party game developers pay for the right to make games for the company's console.</p><p>But now this comfy arrangement is getting thrown out of whack by a new wave of emulators -- software that in effect allows one kind of machine to impersonate another. An emulator program running on a PC or Mac mimics the hardware of a video game console, video arcade machine or another computer platform, enabling the computer running the emulator to use most software designed for the emulated hardware. Most emulators are created for fun and distributed for free by their creators. But as they grow powerful, they're beginning to force a fundamental transformation in how the game business works, liberating code from its hardware shackles -- and threatening the end of the game console as we know it.</p><p><a href="http://www.salon.com/1999/06/04/emulators/">Continue Reading...</a></p>]]></content:encoded>
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		<title>&#8220;Buffy&#8221; fans distribute postponed finale online</title>
		<link>http://www.salon.com/1999/05/28/buffy_tapes/</link>
		<comments>http://www.salon.com/1999/05/28/buffy_tapes/#comments</comments>
		<pubDate>Fri, 28 May 1999 16:00:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.salon.com/technology/log/1999/05/28/buffy_tapes</guid>
		<description><![CDATA[Network&#039;s decision irks the faithful, who take to their Web sites and "tape trees" to get their "Vampire Slayer" fix.]]></description>
			<content:encoded><![CDATA[<p><b>W</b>hen executives of the WB network decided to <a href="/ent/log/1999/05/26/buffy_rant/index.html">delay airing</a> the season finale of "Buffy the Vampire Slayer" -- fearing that its depiction of the incineration of a high school wouldn't go down well in post-Littleton America -- they failed to take one thing into account: the Internet. Fans who feared that the network had accomplished what a horde of vampires, demons and other assorted monsters had  failed to do -- putting a stop to the heroics of vampire slayer Buffy Sommers -- are now using the Net to distribute the long-awaited episode.</p><p>In the postponed episode, "Graduation Day, Part II," originally set to air on May 25, Buffy and her entire graduating class of Sunnydale High battle  Sunnydale's evil mayor, who turns into a giant snake-demon while speaking at their commencement. The graduates respond by throwing off their gowns to reveal an arsenal of flamethrowers and bows and arrows. At the end, a large section of the high school building is blown up -- and student characters are shown unloading bags of fertilizer to make a big bomb that will kill the mayor-demon.</p><p><a href="http://www.salon.com/1999/05/28/buffy_tapes/">Continue Reading...</a></p>]]></content:encoded>
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		<title>&#039;Wing Commander&#039; creator takes the director&#039;s chair</title>
		<link>http://www.salon.com/1999/03/12/feature_218/</link>
		<comments>http://www.salon.com/1999/03/12/feature_218/#comments</comments>
		<pubDate>Fri, 12 Mar 1999 20:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1999/03/12/feature</guid>
		<description><![CDATA[&#039;Wing Commander&#039; creator takes the director&#039;s chair: By Howard Wen. Chris Roberts talks about his passage from the little screen to the big screen.]]></description>
			<content:encoded><![CDATA[<p><b>C</b>hris Roberts is the first computer-game developer to direct a Hollywood studio movie based on his own game. The 30-year-old Roberts is the maestro behind the Wing Commander games, which from their 1990 debut featured "cut scenes" played between the action to narrate their saga -- a futuristic space opera in which the player pilots a starcraft to battle brutal, feline-ish aliens called the Kilrathi. To date, Wing Commander, its sequels and various spinoffs have generated more than $110 million for their publisher, <a target="new" href="http://www.origin.ea.com/">Origin Systems.</a></p><p>The first two Wing Commander games used simple cartoon animation for the "cut scenes." But starting with the second sequel, Roberts directed real actors like Mark Hamill and Malcolm McDowell. It seems appropriate, therefore, that Wing Commander -- the computer game best known for its movielike quality -- is now coming to a movie theater near you. Shot for $27 million (a modest budget for a science-fiction feature), the <a target="new" href="http://www.wcmovie.com/">"Wing Commander" movie,</a> which opens this weekend, stars Freddie Prinze Jr. ("I Know What You Did Last Summer") and Matthew Lillard ("Scream").</p><p><a href="http://www.salon.com/1999/03/12/feature_218/">Continue Reading...</a></p>]]></content:encoded>
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		<title>The resurrection of Golgotha</title>
		<link>http://www.salon.com/1999/02/01/feature_233/</link>
		<comments>http://www.salon.com/1999/02/01/feature_233/#comments</comments>
		<pubDate>Mon, 01 Feb 1999 20:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1999/02/01/feature</guid>
		<description><![CDATA[The resurrection of Golgotha: By Howard Wen. Volunteer programmers rescue a defunct company&#039;s software -- and produce a do-it-yourself tool for building 3-D games.]]></description>
			<content:encoded><![CDATA[<p><b>C</b>reating a 3-D computer game requires a lot of work: building models, designing textures, creating game level maps, writing scripts that control the behavior of "enemy" characters, producing sound effects or music. It also requires, as its guts, a 3-D graphics software engine -- like the ones that run popular games such as Quake II or Unreal -- to generate real-time images. Unless you've got the programming talents and time to build such software from scratch, it can cost a ton of money ($100,000 and up) to license.</p><p>But now anybody who wants to build an original 3-D graphics game can pick up one such software engine for free -- thanks to a game developer called <a target="new" href="http://www.crack.com">Crack dot Com</a> that went out of business last year.</p><p>Started in June 1994 in Mesquite, Texas -- the Dallas suburb that's home to id Software, makers of the frighteningly successful Doom and Quake franchises -- Crack dot Com once had a promising future. Its most popular game, a side-view action shooter called Abuse, netted enough in royalties for the company to fund work on a follow-up title.</p><p><a href="http://www.salon.com/1999/02/01/feature_233/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Talk to our agent</title>
		<link>http://www.salon.com/1998/09/28/feature_275/</link>
		<comments>http://www.salon.com/1998/09/28/feature_275/#comments</comments>
		<pubDate>Mon, 28 Sep 1998 19:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1998/09/28/feature</guid>
		<description><![CDATA[Talk to our agent: By Howard Wen. In the rapidly consolidating world of computer gaming, you need more than a good idea to get ahead.]]></description>
			<content:encoded><![CDATA[<p><b>T</b>he computer-game industry has a reputation for informality. It's a funky, fun world in which all you need to make your name is a great idea and some programming chops. Right?</p><p>Maybe not. The game industry, thanks to its own success and the wave of corporate consolidation that has recently swept over it, is becoming more like the rock 'n' roll business. Making video games is a group effort, requiring the talents of programmers, graphic artists and designers. And much like garage bands just starting out, game-developer startups aiming for the big time are increasingly needing to seek talent representation -- that is, agents.</p><p>"The industry is composed of large, well-funded, well-managed publishers and small, under-capitalized and often poorly managed developers," says game software agent Bob Jacob. "These parties can hardly talk to one another, let alone understand one another."</p><p>"From the publisher's point of view, we may be seen as an acceptable component of the process or even as an unnecessary evil," says Jacob's fellow agent and business partner, Clyde Grossman. "But our role is to present a coherent package of game concept, resources, time and budget to the appropriate publisher. Some (enlightened) publishers understand that our involvement benefits them, and that we work with our clients to lessen the likelihood of unexpected schedule delays or budget over-runs."</p><p><a href="http://www.salon.com/1998/09/28/feature_275/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Revolt of the couch potatoes</title>
		<link>http://www.salon.com/1998/08/24/feature_288/</link>
		<comments>http://www.salon.com/1998/08/24/feature_288/#comments</comments>
		<pubDate>Mon, 24 Aug 1998 19:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
		<category><![CDATA[All Salon]]></category>
		<category><![CDATA[Star Trek]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/1998/08/24/feature</guid>
		<description><![CDATA[When TV fans want to save a favorite show from cancellation, they organize online. But do the networks care?]]></description>
			<content:encoded><![CDATA[<p><b>W</b>hen a TV series gets canceled today, it's practically guaranteed that fans will organize a campaign online to save the show. Such campaigns are often Exhibit A in support of the argument that the Internet empowers the little guy and transforms passive audiences into an engaged public. But do these Net-based, grass-roots campaigns actually work? If every cancellation leads to another protest movement, how effective can the protest be?</p><p>The 1997-98 season for the major and minor broadcast TV networks saw notable campaigns on the Net for six canceled series. (For some reason, one-hour dramas tend to inspire the most support online.) Of those six, two were brought back by their respective networks, apparently thanks to the fervent protests of fans on the Net.</p><p>Pat Kleckner, who works as a marketing and technical support representative for a computer company, sums up her and her online colleagues' efforts: "We wanted 'The Magnificent Seven' back on CBS. And we had the tools to make that happen. Our secret weapon: the Internet."</p><p><a href="http://www.salon.com/1998/08/24/feature_288/">Continue Reading...</a></p>]]></content:encoded>
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		<title>New life for old games</title>
		<link>http://www.salon.com/1998/06/23/feature_304/</link>
		<comments>http://www.salon.com/1998/06/23/feature_304/#comments</comments>
		<pubDate>Tue, 23 Jun 1998 19:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
		<category><![CDATA[All Salon]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/1998/06/23/feature</guid>
		<description><![CDATA[New life for old games: By Howard Wen. Video-game emulators intriguingly blur the lines between hardware and software, PCs and game machines. Do they also promote piracy?]]></description>
			<content:encoded><![CDATA[<p><b>F</b>eel like playing your Sega Genesis games on your PC? You can -- regardless of whether your operating system of choice is Windows, MacOS, MS-DOS or Unix. Ever wanted to play Gameboy games on your Windows CE handheld computer? You can, thanks to emulator programs like Virtual Gameboy.</p><p>Straddling the legal line between reverse-engineering and software piracy, scores of programmers are coding freeware programs that emulate the hardware of video-game consoles, arcade machines and even other personal-computer formats.</p><p>Most media coverage has depicted emulation (or "emu") programming as a backward-looking novelty: "Hey, remember all those cool arcade games you played in the early '80s? Now you can run the same exact code on your PC and play them again!" But what's happening is deeper than just digital nostalgia: Emu programming is seriously blurring the lines between the proprietary formats that have always balkanized electronic gaming.</p><p><a href="http://www.salon.com/1998/06/23/feature_304/">Continue Reading...</a></p>]]></content:encoded>
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		<title>The Internet strikes back</title>
		<link>http://www.salon.com/1998/05/18/feature_318/</link>
		<comments>http://www.salon.com/1998/05/18/feature_318/#comments</comments>
		<pubDate>Mon, 18 May 1998 19:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
		<category><![CDATA[All Salon]]></category>
		<category><![CDATA[Star Wars]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/1998/05/18/feature</guid>
		<description><![CDATA[Online sleuths piece together the plot of the forthcoming "Star Wars" film -- and post it on the Web.]]></description>
			<content:encoded><![CDATA[<p><b>A</b> year from now, on Memorial Day weekend, 1999, the next chapter of "Star Wars" will premiere in theaters. Currently in extensive post-production, the as-yet-untitled film will be the first in a new trilogy.</p><p>Officially, not much is known about the movie. We do know that it, like the rest of the trilogy, will be a "prequel" set before the events of the original <a target="new" href="http://www.starwars.com">"Star Wars"</a> trilogy. It will introduce us to a 9-year-old Anakin Skywalker -- the future father of Luke and Leia who's destined to become Darth Vader. Other than who's starring in it -- Liam Neeson, Ewan McGregor and Natalie Portman -- that's about it.</p><p>Unofficially, on the Web, much, much more is known about this film -- depending on whether you're willing to believe what you read. While scoops sent in by spies involved in a film's production have become standard material on movie-gossip Web sites, for the "Star Wars" prequel the process has been both more intense and better organized.</p><p><a href="http://www.salon.com/1998/05/18/feature_318/">Continue Reading...</a></p>]]></content:encoded>
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