Moira Muldoon
Gamers shun talk of Littleton violence
The buzz at E3 is all about next-generation platforms, not the ethics of first-person shooters.
The Electronic Entertainment Expo, better known as E3, 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 booth babes — 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.
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.
Indeed, it would be surprising if game companies spent much time discussing the shootings at the conference. E3 is an industry show, by, for and about gamers, who have seen games blamed for every ill under the sun so many times that they have become desensitized to the anti-game backlash. And so there won’t be any keynote addresses or big panels on the subject of games and violence; any such discussions will likely take place among editors or companies in one-on-one situations, if at all. After all, there are Dreamcast games to see!
And there will be a great deal of focus on Dreamcast, Sega’s new system, set to launch on September 9 — the first of the next generation of systems due to outshine and replace the reigning platforms over the next couple of years. However, Sega recently laid off 1,000 employees in Japan and has had all kinds of internal trouble — and there have been whispers about development companies pulling people off Dreamcast games and sending them to work on Sony’s upcoming machine, the PlayStation 2. All of this raises some questions about how well the Dreamcast system will fare. If Sega can show a number of really good games developed internally and by third-party companies, that would go a long way to quieting those fears.
Nintendo and Sony — the other big players in the console gaming world — are also developing next-generation systems. Sony’s specs on its PlayStation 2 are fabulous (among other things, the PS 2 will be backward-compatible with all PlayStation games), but as yet the numbers exist only on paper. And Nintendo hasn’t released specs yet at all. But reports indicated it would announce that its new machine (dubbed Nintendo 2000) would be built around IBM’s PowerPC processors — hitherto confined to the Macintosh — and dispense with game cartridges in favor of DVD disks. That should give the E3 crowds plenty to talk about.
The father of Mario and Zelda
The 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.
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.
Continue Reading CloseDeath and the hard drive
Death and the hard drive: Data can be a precious link to a lost loved one -- if you save it. By Moira Muldoon
My 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.
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.
Continue Reading CloseGrowing up in gameland
At E3, the game industry's mecca, babes no longer prowl the aisles -- they just beckon from the booths.
The 1998 Electronic Entertainment Expo (E3), held in Atlanta this past weekend, did something completely unexpected: It began to grow up.
E3 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).
Continue Reading CloseReviews: Getting MUDdy with Xena
A new online game lets fans of the TV show explore their textual fantasies.
If 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?
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.’”
Continue Reading CloseA doctorate in “Doom”
For students at the world's first video game university, it's all math and little play.
“Why is it fun?”
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.
DigiPen 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.
Continue Reading ClosePage 2 of 2 in Moira Muldoon