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	<title>Salon.com > Moira Muldoon</title>
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		<title>The E3 explosion</title>
		<link>http://www.salon.com/2000/05/11/e3/</link>
		<comments>http://www.salon.com/2000/05/11/e3/#comments</comments>
		<pubDate>Thu, 11 May 2000 09:00:00 +0000</pubDate>
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				<category><![CDATA[Entertainment]]></category>
		<category><![CDATA[All Salon]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/log/2000/05/11/e3</guid>
		<description><![CDATA[Advance announcements for hundreds of games showing this week in L.A. make journalists feel like the giant gaming expo is overloading their senses.]]></description>
			<content:encoded><![CDATA[<p>The <a target="new" href="http://www.e3expo.com/flash.html">Electronic Entertainment Expo,</a> the biggest, messiest, most intense conference of the computer and video game industry, started in Los Angeles on Thursday, although there have been so many pre-announcement announcements and pre-show demos, it feels like the expo has been going on for weeks.</p><p>On Wednesday night, L.A. was rocked by big parties thrown by Sega and Nintendo. That was after a day of pre-show activities, including full-on press conferences by Sony and Nintendo, and an event held by Konami to show off Metal Gear Solid 2 for the PlayStation 2 -- a game with the kind of buzz that indicates it could be one of the show's real darlings. A week before the expo, Electronic Arts had two special showings of games that it's demo'ing at E3; Ripcord Games even hosted a pre-E3 event two weeks earlier, which culminated in a trip to Paramount's Great America, a Silicon Valley amusement park. And companies big and small have been flooding game journalists with promotional materials. Sierra, Activision, Electronic Arts, Rockstar, Crave, Agetec, Sega itself -- every developer that makes games for Sega's system -- have all touted the games they are showing at E3.</p><p><a href="http://www.salon.com/2000/05/11/e3/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Debut of a sexy new plaything</title>
		<link>http://www.salon.com/2000/03/09/playstation/</link>
		<comments>http://www.salon.com/2000/03/09/playstation/#comments</comments>
		<pubDate>Thu, 09 Mar 2000 17:00:00 +0000</pubDate>
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				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/log/2000/03/09/playstation</guid>
		<description><![CDATA[Sony&#039;s PlayStation2 is a hot seller at its Japan launch, but how will it stack up against Sega&#039;s Dreamcast?]]></description>
			<content:encoded><![CDATA[<p>Smooth, black and smaller than I expected, Sony's PlayStation2 is sexy. I got my hands on the new gaming console this week and it rocked. (It was introduced in Japan on Saturday, though it won't hit U.S. stores until the fall.) Graphics were crisp and sharply detailed; reflections on the car windows of the immensely popular Ridge Racer V were so realistic it was kind of surreal -- watching the replay was like viewing real racing on a state of the art TV with exceptionally good reception. I even found games created for the original PlayStation, like Metal Gear Solid, showed subtle signs of graphic improvement when loaded up into the new backward-compatible machine.</p><p>The first titles released on the new console demonstrate the power of the "emotion" engine, as Sony has dubbed the guts of its PlayStation2. As the heart of the console, the emotion engine provides the processing power for the lifelike graphics: Strands of hair blow sensuously and realistically across the face of Ai Fukami in Ridge Racer V. Horses bob and sway gracefully in a sumptuous scene, as warriors ride into battle in strategy-simulation game Kessen. Kessen's gameplay, of course, is a complete mystery to me -- it speaks Japanese and I don't. Still, I'm impressed by the smooth mobility of the general's facial expressions as he speaks to his troops. And as developers learn to harness the power of the new engine,  the gaming industry expects truly astounding second- and third-generation PlayStation2 games to emerge.</p><p><a href="http://www.salon.com/2000/03/09/playstation/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Dreamcast chaos!</title>
		<link>http://www.salon.com/1999/09/09/dreamcast_2/</link>
		<comments>http://www.salon.com/1999/09/09/dreamcast_2/#comments</comments>
		<pubDate>Thu, 09 Sep 1999 19:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/log/1999/09/09/dreamcast</guid>
		<description><![CDATA[Rain, long lines and canceled orders: A much-hyped launch for Sega&#039;s new gaming console is a little less than dreamy.]]></description>
			<content:encoded><![CDATA[<p><b>I</b>t rained on Sega's parade -- literally. As 400 to 500 people gathered Wednesday night at Software Etc. to celebrate the midnight launch of Sega's new <a href="/tech/feature/1999/08/16/dreamcast/index.html">Dreamcast</a> game console, a rare thunderstorm with spectacular displays of lightning descended on the Bay Area. It was like an ominous warning of the chaos to come.</p><p>And it was chaos. The good news was that more people than expected turned out to buy Dreamcasts. The mood was festive, with Verne Troyer, better known as Mini-Me from <a href="/ent/movies/review/1999/06/11/shagged/index.html">"Austin Powers: The Spy Who Shagged Me,"</a> and Donna D'Errico of "Baywatch" dressing up the atmosphere. (It's amazing how small Troyer really is -- his head came up just past my knee.)</p><p>The bad news was that Software Etc. and Sega made a mess of the much-hyped affair, part of Sega's <a href="/tech/log/1999/08/25/sega_dreamcast/index.html">$100 million marketing campaign</a> for the Dreamcast. This in turn called into question Sega's ability to pull off the turnaround it desperately needs.</p><p><a href="http://www.salon.com/1999/09/09/dreamcast_2/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Can the Dreamcast save Sega?</title>
		<link>http://www.salon.com/1999/08/16/dreamcast/</link>
		<comments>http://www.salon.com/1999/08/16/dreamcast/#comments</comments>
		<pubDate>Mon, 16 Aug 1999 16:00:00 +0000</pubDate>
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				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1999/08/16/dreamcast</guid>
		<description><![CDATA[Sega wants to lift its market share out of the single digits. Will a cool new console, $100 million in ads and fresh leadership do the trick?]]></description>
			<content:encoded><![CDATA[<p><b>S</b>ega of America <a target="new" href="http://www.sega.com/corporate/press_releases/99aug/press_bernie.html"> announced</a> last Wednesday that its most widely recognized executive, president and chief operating officer Bernie Stolar, would be replaced by vice chairman Toshiro Kezuka, effective immediately. It was a shocking announcement for many Sega employees and gaming insiders. A major change like this, so close to September and the U.S. launch of Sega's new system, the Dreamcast, couldn't help but cause consternation.</p><p>After all, the Dreamcast is Sega's best, and maybe last, hope. The new 128-bit gaming console is impressive, the graphics are incredible, it moves fast, costs only $199 -- and it comes  with a built-in 56K modem for online play purposes, a first for a console. But right now that is not enough; it needs to be a smashing success.</p><p><a href="http://www.salon.com/1999/08/16/dreamcast/">Continue Reading...</a></p>]]></content:encoded>
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		<title>They got game</title>
		<link>http://www.salon.com/1999/07/13/ultima_ebay/</link>
		<comments>http://www.salon.com/1999/07/13/ultima_ebay/#comments</comments>
		<pubDate>Tue, 13 Jul 1999 16:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1999/07/13/ultima_ebay</guid>
		<description><![CDATA[Talented players make good money selling characters on eBay. Are they denigrating gaming -- or turning it into a profession?]]></description>
			<content:encoded><![CDATA[<p><b>"G</b>reat Money Maker!" cries one ad. "Ultimate Money Maker account!" enthuses another. EBay  is thick with advertisements hawking characters that can earn gamers status in the virtual world -- and some cool, hard cash. For folks who inhabit <a href="/tech/feature/1999/06/15/everquest/index.html">the worlds</a> of massive multiplayer role-playing games EverQuest or Ultima Online, auctioning <a href="/21st/log/1999/03/08log.html#0311log">talents</a> on eBay has become a fun way to make fast bucks. Build up a character, earn some platinum pieces and sell them all to the highest bidder -- for hundreds, even thousands of dollars.</p><p>"Ruekilla" (his gaming handle) is a 24-year-old student who says he "made $1,747 in two weeks by selling platinum, then the next week sold my character for $1,500." He has sold four of his own creations, because he was "getting out of control" and spending too much time playing. "People need to make extra cash somehow," he says. "This is a quick, easy way to do it, and if you earned it, you can sell it."</p><p><a href="http://www.salon.com/1999/07/13/ultima_ebay/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Game wars at E3 expo</title>
		<link>http://www.salon.com/1999/05/14/e3_friday/</link>
		<comments>http://www.salon.com/1999/05/14/e3_friday/#comments</comments>
		<pubDate>Fri, 14 May 1999 19:00:00 +0000</pubDate>
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				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/log/1999/05/14/e3_friday</guid>
		<description><![CDATA[Underdog Sega takes on Nintendo, Sony in battle of the next-generation platforms.]]></description>
			<content:encoded><![CDATA[<p>The details on Nintendo's new machine are out: The Dolphin, as it's known, is slated for a holiday release in 2000. It will be powered by an IBM PowerPC processor and will not be cartridge-based, but rather DVD-based -- just as Sony's upcoming PlayStation 2 is, interestingly enough. Sega had also once talked of DVD -- which potentially transforms a game console into an entertainment system, since you can play both games and movies on it -- but eventually let go of the idea. And that may hurt the company in the long run.</p><p>Not that Sega seems to think so. Wandering around the company's E3 booth Thursday with David Karraker, vice president of Sega's PR agency, Access Communications, I heard nothing but confidence. Sega's Dreamcast machine is built and coming out, unlike the other two "next generation" machines from Sony and Nintendo, which are still in development. Third-party support for Dreamcast is "terrific," says Karraker -- although "decent" might be a better word. And take a gander at the 46 games on the show floor and the dozens more lined up for release, he suggested.</p><p><a href="http://www.salon.com/1999/05/14/e3_friday/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Gamers shun talk of Littleton violence</title>
		<link>http://www.salon.com/1999/05/13/e3_thursday/</link>
		<comments>http://www.salon.com/1999/05/13/e3_thursday/#comments</comments>
		<pubDate>Thu, 13 May 1999 16:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/log/1999/05/13/e3_thursday</guid>
		<description><![CDATA[The buzz at E3 is all about next-generation platforms, not the ethics of first-person shooters.]]></description>
			<content:encoded><![CDATA[<p>The Electronic Entertainment Expo, better known as <a target="new" href="http://www.e3.net">E3,</a> officially begins Thursday at the Los Angeles Convention Center. All the usual players will be there -- big game companies, small game companies, editors, distributors and the ever-present <a href="http://www.salon.com/21st/feature/1998/06/02featureb.html">booth babes</a> -- as well as a few new ones: Jake Lloyd, who plays Anakin Skywalker in the upcoming "Phantom Menace," will make a few appearances to promote Star Wars: Episode I Racer for the Nintendo 64.</p><p>But mostly, this year's E3 should be business as usual. Which might seem a little strange, given the level of media attention of late to the issue of violence in games. But while the mainstream media has made much of possible connections between the recent Columbine shootings and video and computer games, the gaming press has been subdued on the subject. In fact, the comment I've heard most often from editors and gamers is, "Who on earth still plays Doom?" The game is old; any serious first-person action gamer would have already abandoned it for the recently released Quake III demo.</p><p><a href="http://www.salon.com/1999/05/13/e3_thursday/">Continue Reading...</a></p>]]></content:encoded>
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		<title>The father of Mario and Zelda</title>
		<link>http://www.salon.com/1998/12/02/feature_252/</link>
		<comments>http://www.salon.com/1998/12/02/feature_252/#comments</comments>
		<pubDate>Wed, 02 Dec 1998 20:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1998/12/02/feature</guid>
		<description><![CDATA[The Legend of Zelda: Ocarina of Time &#8212; released in the U.S. last week &#8212; is perhaps the most perfect video game ever made: Immersive, balanced and beautiful. The game procured raves from journalists with advance copies, and Nintendo expects it to sell 2.5 million copies by Christmas. For most designers, such a hit would [...]]]></description>
			<content:encoded><![CDATA[<p><b>T</b>he Legend of Zelda: Ocarina of Time -- released in the U.S. last week -- is perhaps the most perfect video game ever made: Immersive, balanced and beautiful. The game procured raves from journalists with advance copies, and Nintendo expects it to sell 2.5 million copies by Christmas. For most designers, such a hit would be a career-topping feat; for Nintendo's Shigeru Miyamoto, it's just the latest in a long line of groundbreaking video games.</p><p>In his off hours, Miyamoto may prefer playing bluegrass banjo to playing video games, but there is no doubt he has one of the keenest senses around of what makes a video game fun. A short list of titles he has created for Nintendo in his 20 years there includes Donkey Kong, all the Mario games and all the Zelda games. And as general manager of Nintendo's Entertainment Analysis and Development Department in Kyoto, Japan, Miyamoto has had a hand in dozens of other games, like F-Zero X and Yoshi's Story. But The Legend of Zelda is his baby, and it, like all his games, has two all-important video-game characteristics: replayability and balance.</p><p><a href="http://www.salon.com/1998/12/02/feature_252/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Death and the hard drive</title>
		<link>http://www.salon.com/1998/09/09/feature_283/</link>
		<comments>http://www.salon.com/1998/09/09/feature_283/#comments</comments>
		<pubDate>Wed, 09 Sep 1998 19:00:00 +0000</pubDate>
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				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1998/09/09/feature</guid>
		<description><![CDATA[Death and the hard drive:  Data can be a precious link to a lost loved one -- if you save it. By Moira Muldoon]]></description>
			<content:encoded><![CDATA[<p><b>M</b>y father was killed when some loose earth gave way and he dropped 600 feet down the side of an Arizona canyon, crushing his spine and his skull, snapping his neck with such force that it tore the flesh of his throat open. Despite the passage of nearly four years, so many things about his death are still not easy for me -- not the least of which was recently clearing out his old laptop's hard drive.</p><p>My father was a start-up kind of guy. He sold his company, started up another one, sold it and was starting a third when he died. He was also an early adopter: Six years ago when I was living in Ireland, I was the only kid who communicated with her parents over e-mail. Every thought he had -- his notes, his plans and his personal letters -- was on his computer.</p><p>I went home to Texas over the Fourth of July. A bunch of my girlfriends here in San Francisco had expressed an interest in the great mythology of Texas and in my home, so we packed up and went for a weekend. We barbecued, went country dancing, planned water-skiing excursions and lounged by the pool. While I was there, entertaining and eating and shooting off fireworks, I also helped my mother clear off my father's hard drive.</p><p><a href="http://www.salon.com/1998/09/09/feature_283/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Growing up in gameland</title>
		<link>http://www.salon.com/1998/06/02/featureb_15/</link>
		<comments>http://www.salon.com/1998/06/02/featureb_15/#comments</comments>
		<pubDate>Tue, 02 Jun 1998 19:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1998/06/02/featureb</guid>
		<description><![CDATA[At E3, the game industry&#039;s mecca, babes no longer prowl the aisles -- they just beckon from the booths.]]></description>
			<content:encoded><![CDATA[<p><b>T</b>he 1998 Electronic Entertainment Expo (E3), held in Atlanta this past weekend, did something completely unexpected: It began to grow up.</p><p><a target="new" href="http://www.e3expo.com">E3</a> is to the computer and video game industry what COMDEX is to the computer world -- a chance for companies to show off what's just out and what's coming up. Distributors come; small developers looking for distributors come; the media come; job hopefuls come; and celebrities come to promote new games (you could catch Gillian Anderson at the "X-Files" booth or Sugar Ray Leonard and Oscar de la Hoya playing the new boxing game from Electronic Arts).</p><p>Walking the E3 floor is a lot like dropping acid and going to an arcade: Suddenly you're actually in the middle of a game universe where lights flash, game voices surround you and everything is four times as big as it should be. Companies with games to show go all out to draw attention to their booths, giving away T-shirts and prizes and setting up unbelievably elaborate booths. Konami -- promoting what was arguably the game of the show, a 3-D shooter adventure for the Sony Playstation titled "Metal Gear Solid" -- created a military embankment replete with buff men and women holding really big guns guarding the entrance and a synthesized voice warning you about the danger ahead. Some of the biggest exhibitors, Sony and Nintendo, created whole worlds inside their booths, big enough to get really lost in.</p><p><a href="http://www.salon.com/1998/06/02/featureb_15/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Reviews: Getting MUDdy with Xena</title>
		<link>http://www.salon.com/1998/04/30/review_144/</link>
		<comments>http://www.salon.com/1998/04/30/review_144/#comments</comments>
		<pubDate>Thu, 30 Apr 1998 19:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Entertainment]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/review/1998/04/30/review</guid>
		<description><![CDATA[A new online game lets fans of the TV show explore their textual fantasies.]]></description>
			<content:encoded><![CDATA[<p><b>I</b>f stunning graphics drive the computer gaming market, why are MUDs -- text-based online gaming environments -- still around? And why would the producers of a new online game built for a hot TV series adopt this old-fashioned model?</p><p>Players explain the MUD advantage succinctly: It's like the difference between reading the book and seeing the movie. "Almost invariably," MUD fan Sylverdust says, "the response is, 'Well, the movie was all right, but the book was better.'"</p><p>Text-based games are an unusual breed of cat because, essentially, they have no graphics and no linear path to follow. While many gamers eagerly debate the merits of various 3-D graphics cards and the <a href="http://www.salonmagazine.com/21st/feature/1997/11/cov_06riven.html">"Riven"</a> story line, others continue to migrate toward "old-school" games that forego graphics for interactive fiction, where gamers create a character and role-play for the duration of the game -- where they can go anywhere in the universe they can think of because there are no rails, no linear paths, no real-time physics to worry about.</p><p><a href="http://www.salon.com/1998/04/30/review_144/">Continue Reading...</a></p>]]></content:encoded>
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		<title>A doctorate in &#8220;Doom&#8221;</title>
		<link>http://www.salon.com/1998/02/25/feature_465/</link>
		<comments>http://www.salon.com/1998/02/25/feature_465/#comments</comments>
		<pubDate>Wed, 25 Feb 1998 11:55:00 +0000</pubDate>
		<dc:creator></dc:creator>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/1998/02/25/feature</guid>
		<description><![CDATA[For students at the world&#039;s first video game university, it&#039;s all math and little play.]]></description>
			<content:encoded><![CDATA[<p><b>"W</b>hy is it fun?" </p><p>  That's not a question often asked at institutions of higher learning. But at DigiPen Institute of Technology -- the college of video game programming in Redmond, Wash. -- it's a mantra written on dry-erase boards all over the building, a query thrust at students again and again at each stage of a project.</p><p><a target="new" href="http://www.digipen.com">DigiPen</a> is housed in an edifice that looks far more corporate than collegiate. Every minute of students' time is accounted for in 10-hour days.  Normal college activities like keggers, touch football on the quad and dorm dances are conspicuously absent.  All of which makes one wonder: Is DigiPen itself fun? This school for game developers seems like an awful lot of work. </p><p>  It's a Friday in January at DigiPen -- only the second week the U.S. campus has been open -- and 40 would-be video game programmers are prepping presentations of ideas for new games. Claude Comair, a Lebanese man of extraordinary energy and the president of DigiPen, is explaining that the students are in the initial stages of their first project, a puzzle game. It's a process that will be repeated each semester at DigiPen. The second semester project is a side-scrolling game (like "Super Mario Bros."), the third a single-player strategy game, and so on. </p><p><a href="http://www.salon.com/1998/02/25/feature_465/">Continue Reading...</a></p>]]></content:encoded>
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