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	<title>Salon.com > Wagner James Au</title>
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	<link>http://www.salon.com</link>
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		<title>The year in games</title>
		<link>http://www.salon.com/2004/12/22/year_in_games/</link>
		<comments>http://www.salon.com/2004/12/22/year_in_games/#comments</comments>
		<pubDate>Wed, 22 Dec 2004 20:30:00 +0000</pubDate>
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				<category><![CDATA[Arts]]></category>
		<category><![CDATA[All Salon]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2004/12/22/year_in_games</guid>
		<description><![CDATA[Developers, critics, gamers and analysts weigh in: What they loved, what they learned, what they worried about.]]></description>
			<content:encoded><![CDATA[<p><b>Editor's Note:</b> Salon's longtime game reviewer, Wagner James Au, is now thoroughly <a target="new" href="http://secondlife.blogs.com/nwn/">ensconced</a> within the industry he once covered for us. But since, as we <a href="/tech/feature/2004/12/02/no_fun_and_games/">learned</a> recently, everyone in the gaming biz is now hopelesslessly overworked, Au could not find the time to sum up the year in gaming for Salon. So he did the next best thing: He rifled his Rolodex for a swath of experts -- developers, critics, analysts -- and asked <i>them</i> for their thoughts. </p><p>The result is below, roughly divided into three categories: a look back at the significant trends (or lack thereof) in gaming this past year, an idiosyncratic handful of mini-reviews of notable games, and a sobering look at some of the burgeoning problems in the world of computer gaming. </p><p><b>The trends</b> </p><p>I think we're firmly in the age of the blockbuster now, and I don't know how I feel about that. Most of the biggest games of the year were "events" that cost a crazy amount of money to develop and took many, many years to polish and get right. That's a bit of a scary trend, because I don't see where it stops --projects will get bigger, teams will grow, tech will continue to become more important, and all the rising costs will inevitably lead to fewer risks in design. I'm a sucker for unusual and innovative games, so this worries me. </p><p><a href="http://www.salon.com/2004/12/22/year_in_games/">Continue Reading...</a></p>]]></content:encoded>
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		<title>John Kerry:  The video game</title>
		<link>http://www.salon.com/2004/04/13/battlefield_vietnam/</link>
		<comments>http://www.salon.com/2004/04/13/battlefield_vietnam/#comments</comments>
		<pubDate>Tue, 13 Apr 2004 19:30:00 +0000</pubDate>
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				<category><![CDATA[Arts]]></category>
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		<category><![CDATA[Iraq]]></category>
		<category><![CDATA[Middle East]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2004/04/13/battlefield_vietnam</guid>
		<description><![CDATA[In "Battlefield Vietnam," a new version of one of the most popular games in the U.S., you too can try to win a Silver Star saving your buddies in the jungle.]]></description>
			<content:encoded><![CDATA[<p>The funny thing is, if John Forbes Kerry becomes the next president by winning a few key states with a few thousand votes, no one on his staff will know that the thing that helped put him over the top featured "Surfer Bird," AK-47 gunfire, and loud blasts of Viet Cong propaganda. </p><p>"Battlefield Vietnam," the new multiplayer tactical shooter from Electronic Arts (and a spinoff of the mammothly popular <a target="new" href="http://www.eagames.com/official/battlefield/1942/us/home.jsp">"Battlefield 1942,"</a> re-creates a dozen-plus decisive battles from the Southeast Asian conflict, from pitched, close-quarter combat in Hue, to fierce infantry skirmishes beneath the chopper- and fighter-infested skies of Khe San. Other shooters set in Nam will soon arrive, and maybe this is, <a target="new" href="http://www.nytimes.com/2004/04/01/technology/circuits/01viet.html">as some have suggested,</a> a sign that the game industry has matured, now that it is finally willing to depict divisive historical topics. </p><p>But none of the other Nam games will come with the promotion or the built-in audience of E.A.'s franchise title. So none of them will have any chance at all of potentially influencing an American presidential election. </p><p><a href="http://www.salon.com/2004/04/13/battlefield_vietnam/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Silence of the blogs</title>
		<link>http://www.salon.com/2004/01/23/baghdad_gamer_two/</link>
		<comments>http://www.salon.com/2004/01/23/baghdad_gamer_two/#comments</comments>
		<pubDate>Fri, 23 Jan 2004 20:30:00 +0000</pubDate>
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				<category><![CDATA[Arts]]></category>
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		<category><![CDATA[The New York Times]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2004/01/23/baghdad_gamer_two</guid>
		<description><![CDATA[Why did the New York Times ignore Baghdad blogger announcements and accounts of a big pro-democracy demonstration?]]></description>
			<content:encoded><![CDATA[<p> Zeyad, the "gamer of Baghdad" <a href="/tech/feature/2004/01/20/baghdad_gamer/index.html">profiled</a> earlier this week in Salon, is famous in the international gaming community for his reports on gamer culture in Iraq. But he was also recently responsible for a furious stir online regarding the way news from Iraq is covered by the Western media. </p><p>On Dec. 10, 2003, pro-democracy, anti-terrorist demonstrators peacefully flooded the streets of Baghdad. A coalition of Iraqis of many political parties and religious affiliations, tribes and ethnicities, young and old (including many students), demanded an end to attacks on civilians. They also demanded that Arab media stop depicting the Baathist and foreign jihadi culprits as members of some kind of just "resistance." Even the Al Jazeera network estimated them at over 10,000 strong. </p><p>I know all this, not from reading any significant coverage of the event by the mainstream Western press (There was little to none). Rather I know it because an Iraqi who's been a computer user since childhood went out and <a target="new" href="http://healingiraq.blogspot.com/archives/2003_12_01_healingiraq_archive.html#107107940577248802">reported on it himself.</a> Zeyad's entry was linked to throughout the Web. But the so-called "paper of record," the New York Times, gave the event scarce coverage, and that enraged many leading lights of the blogosphere, especially those on the conservative or liberal hawkish end of the spectrum. </p><p><a href="http://www.salon.com/2004/01/23/baghdad_gamer_two/">Continue Reading...</a></p>]]></content:encoded>
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		<title>The gamer of Baghdad</title>
		<link>http://www.salon.com/2004/01/20/baghdad_gamer/</link>
		<comments>http://www.salon.com/2004/01/20/baghdad_gamer/#comments</comments>
		<pubDate>Tue, 20 Jan 2004 20:30:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
		<category><![CDATA[All Salon]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Iraq]]></category>
		<category><![CDATA[Middle East]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2004/01/20/baghdad_gamer</guid>
		<description><![CDATA[While missiles crashed around him, Zeyad struggled to keep Crash Bandicoot alive. Today, he continues to play, even as Baathist holdouts rage on and his frustrated countrymen demand a better future.]]></description>
			<content:encoded><![CDATA[<p> While the shock-and-awe bombing raged outside, Zeyad spent a lot of time playing "Crash Bandicoot" on his Playstation. Bandicoot is a humanoid fox who must escape the dangers coming at him from all sides (polar bears, lethal blowfish and so on), and as the walls of Zeyad's family home in Baghdad trembled from the precision-guided aftershocks, the dental student kept putting the agile mammal through his paces. </p><p>"It was really strange," Zeyad tells me now by e-mail. "But it was better than having to listen to the bombings." So he played it with the volume blasting. In his hands, Bandicoot died and was reborn, then died again. Meanwhile, outside, airstrikes kept ripping the sky. And so, as he recently wrote of "Crash Bandicoot" on his blog <a target="new" href="http://healingiraq.blogspot.com">Healing Iraq,</a> "I experience d&egrave;j&aacute; vu whenever I play it now." </p><p>While millions of gamers have their own associations with the game, Zeyad is surely among the first to couple "Crash" to a massive military campaign. But he's likely not the only one -- during the invasion of Iraq, reporters observed American soldiers hunched in the steel wombs of Bradleys and M1s, engrossed in their own portable game consoles, as they rumbled by night toward Zeyad's hometown. </p><p><a href="http://www.salon.com/2004/01/20/baghdad_gamer/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Deathmatch, Julia Roberts-style</title>
		<link>http://www.salon.com/2003/06/23/julia_3/</link>
		<comments>http://www.salon.com/2003/06/23/julia_3/#comments</comments>
		<pubDate>Mon, 23 Jun 2003 19:30:00 +0000</pubDate>
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				<category><![CDATA[Arts]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/2003/06/23/julia</guid>
		<description><![CDATA[America's most bankable female movie star confesses that she is a hardcore shoot-'em-up gamer. What does this mean?]]></description>
			<content:encoded><![CDATA[<p><b>MY FAVORITE GAME</b> </p><p>Julia Roberts: "Halo"
<p align="right">-- Entertainment Weekly, "100 Greatest Videogames," May 9 issue
<p class="dottedLine">- - - - - - - - - - - -</p><p>"We received your interview request for Julia Roberts. Unfortunately, she is not available. Thank you."
<p align="right">-- Julia Roberts' publicist
<p class="dottedLine">- - - - - - - - - - - -</p><p>Julia Roberts' weapon of choice is the M19 SSM rocket launcher. Not the zippiest firearm in the toolkit, sure, and does diddly in close-up melee action. But it's got a double-barrel rocket payload, and pound for pound, it punches <i>like a mofo.</i> Julia Roberts' favorite trick during multiplayer capture-the-flag matches is to camp near the team banner from a high vantage point and wait until the other side's closing in. And at the last possible second, when they're right about to nab it, pop out in the open with that hand cannon and... </p><p>"Dance, ya little bitches, dance!" Julia Roberts hoots, as the blast impact flings three opponent squaddies airborne. Her whole wiry body explodes off the Eames couch in the Emperor's Suite at the Peninsula Hotel, and she jabs her middle finger at the 64-inch plasma flatscreen, as their crispy corpses hit the ground like rag dolls. </p><p><a href="http://www.salon.com/2003/06/23/julia_3/">Continue Reading...</a></p>]]></content:encoded>
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		<title>The real Henry Jenkins</title>
		<link>http://www.salon.com/2003/06/23/jenkins_on_roberts/</link>
		<comments>http://www.salon.com/2003/06/23/jenkins_on_roberts/#comments</comments>
		<pubDate>Mon, 23 Jun 2003 19:30:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/2003/06/23/jenkins_on_roberts</guid>
		<description><![CDATA[Julia Roberts was my student, and I had to send her to the principal's office.]]></description>
			<content:encoded><![CDATA[<p>Professor <a target="new" href="http://web.mit.edu/21fms/www/faculty/henry3/">Henry Jenkins of MIT</a> said or did no such thing. However, when asked later to comment on this piece, he did in fact say this: "How ironic you should ask me this question. I happen to have a bit of inside data here. I began my career as a student teacher at Campbell High School in Smyrna, Georgia. Julia Roberts was a student in my American history class. Unless I have mistaken her for another student, which is always possible after all of these years, I sent her to the principal's office for misbehaving in class. If I am right, then I was prescient in recognizing that underneath that pixielike exterior beats the heart of a hellcat!... </p><p><a href="http://www.salon.com/2003/06/23/jenkins_on_roberts/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Masters of &#8220;Doom&#8221;</title>
		<link>http://www.salon.com/2003/05/05/doom_2/</link>
		<comments>http://www.salon.com/2003/05/05/doom_2/#comments</comments>
		<pubDate>Mon, 05 May 2003 19:30:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
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		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2003/05/05/doom</guid>
		<description><![CDATA[David Kushner's new book about id Software calls the company the "Nirvana" of computer gaming. But did John Romero and John Carmack revolutionize the genre, or ruin it?]]></description>
			<content:encoded><![CDATA[<p> On May 5, 1992, at 4 a.m., two misfits uploaded an 836k file online, and proceeded to bung up the game industry so badly, we're only now beginning to recover. </p><p>That is not, of course, the story David Kushner is trying to tell us in "Masters of Doom," his biography of John Carmack and John Romero, founders of the game studio id Software, and co-creators of its renowned shoot-em-up games, "Doom" and "Quake." His through-line is pretty much the archetypal, digital age morality tale: one more history of two dropouts who turned their obsession with computers into software that netted them millions, only to let their outsized personality conflicts tear up their partnership and crater their dreams -- until the smoke finally cleared, and they were able to gain something like wisdom. </p><p>When it sticks to that arc, "Masters" is excellent, ripe with vivid, you-are-there details tracking the rise of id Software, and the games that fueled its ascent. It begins in a flood-prone lake house in Shreveport, La., where Carmack and Romero start their company with PCs "borrowed" from their day job employer. From there, Kushner takes us with them to a shitty, crime-ridden neighborhood in Madison, Wis., where they create Wolfenstein 3-D, their first substantial hit, and then over to Mesquite, Texas, where id relocates after the runaway success of their early shareware games. </p><p><a href="http://www.salon.com/2003/05/05/doom_2/">Continue Reading...</a></p>]]></content:encoded>
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		<title>It&#8217;s fun to kill guys wearing acid-wash and Members Only jackets!</title>
		<link>http://www.salon.com/2002/11/11/vice_city/</link>
		<comments>http://www.salon.com/2002/11/11/vice_city/#comments</comments>
		<pubDate>Mon, 11 Nov 2002 15:30:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Arts]]></category>
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		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2002/11/11/vice_city</guid>
		<description><![CDATA[ Grand Theft Auto: Vice City goes where no video game has gone before -- into the dark heart of the 1980s.]]></description>
			<content:encoded><![CDATA[<p>I don't give a damn what <a target="new" href="/tech/feature/2002/08/20/jenkins_on_donahue/index.html">Donahue</a> says: When a guy goes bouncing across the hood of your car and he's wearing acid-wash jeans and a Members Only jacket, that's pretty much justifiable homicide right there. </p><p><a target="new" href="http://www.rockstargames.com/vicecity/">Grand Theft Auto: Vice City,</a> the new video game for the PlayStation 2 from British studio Rockstar Games, is set in a vividly rendered South Florida metropolis in 1986 -- it's basically Michael Mann's Miami -- and somehow, the time and place make all the felonious mayhem seem much less shocking than was true for the game's predecessor. (Last year's Grand Theft Auto 3 was set, more or less, in present-day New York.) </p><p>You're still playing a freelance thug for the criminal underworld, jacking cars, executing drive-bys, plowing over pedestrians, and so on. But none of this feels so horrible when it's happening in the black heart of the Reagan '80s, and the clothes are just so, so ugly. Vice City practically eggs you on to play like a murderous Mister Blackwell, barreling down bystanders on a bad fashion jihad. ("You call that a necktie?" WHACK! "Suspenders are for farmers, sweetheart, not arbitrageurs!" SQUISH! "So many zippers, so little time." THWUMP!) </p><p><a href="http://www.salon.com/2002/11/11/vice_city/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Weapons of mass distraction</title>
		<link>http://www.salon.com/2002/10/04/why_we_fight/</link>
		<comments>http://www.salon.com/2002/10/04/why_we_fight/#comments</comments>
		<pubDate>Fri, 04 Oct 2002 22:13:00 +0000</pubDate>
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				<category><![CDATA[Arts]]></category>
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		<category><![CDATA[Terrorism]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2002/10/04/why_we_fight</guid>
		<description><![CDATA[A new breed of computer games is teaching today's teenagers how to wage, and win, the war against terror.]]></description>
			<content:encoded><![CDATA[<p>You can never be the enemy, in America's Army. In this popular new game of multiplayer combat, you can log on as a U.S. soldier who must, say, invade a terrorist camp -- but if someone logs onto the opposing side, to fight you, he also plays as a U.S. soldier. It's just that from his point of view, he's <i>defending</i> a U.S. camp from terrorist invasion. You will always see yourself and your squad in U.S. Army uniforms, wielding U.S. weapons. Everyone who signs up to fight, then, fights as an American. </p><p>The game has become so popular with U.S. troops and Pentagon brass, says Lt. Colonel Wardynski, director of the Office of Economic and Manpower Analysis and the man who initially conceived it, that there's even talk of shipping computers to Afghanistan, so soldiers can play it from there. </p><p>"I had high hopes that it would be something pretty hot," says Capt. Jason Amerine, an Army officer who recently served in Afghanistan. A longtime gamer who counts Command &amp; Conquer and Rainbow Six among his favorites, Amerine was not disappointed. America's Army was so realistic that for the first time, he says, "I was actually looking at it more as a soldier than even a gamer -- but it happened to be good in both ways." </p><p><a href="http://www.salon.com/2002/10/04/why_we_fight/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Showdown in cyberspace: Star Wars vs. The Sims</title>
		<link>http://www.salon.com/2002/07/09/mmorpg/</link>
		<comments>http://www.salon.com/2002/07/09/mmorpg/#comments</comments>
		<pubDate>Tue, 09 Jul 2002 19:30:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/2002/07/09/mmorpg</guid>
		<description><![CDATA[If online role-playing games are ever going to break out of the hardcore gamer ghetto, they'll have to do more than please the geeks.]]></description>
			<content:encoded><![CDATA[<p>What if they gave a world and nobody came? </p><p>That's the dilemma facing dozens of companies and hundreds of developers this year, as they gamble tens of millions of dollars in the volatile realm of online games. </p><p>To be more precise, they're wagering on the growth of MMORPGs and MMOGs -- the unwieldy acronyms for "massively multiplayer online role-playing game." It's a genre with enormous commercial potential, as demonstrated by the success of fantasy titles like <a href="/21st/feature/1998/08/19feature.html">Ultima Online,</a> <a href="/tech/feature/2000/11/21/virtual_suicide/">Everquest,</a> <a target="new" href="http://www.microsoft.com/games/zone/asheronscall/default.asp">Asheron's Call</a> and <a target="new" href="http://www.darkageofcamelot.com/">Dark Age of Camelot,</a> each with paying subscribers in the hundreds of thousands. (Everquest is the ranking colossus, with around 400,000 players.) </p><p>Many industry analysts anticipate that those numbers will grow in the coming years, and grow mightily. "I expect there will be 2 to 3 million more people in the U.S. that come on board in the next two years," says David Cole, president of the multimedia research firm <a target="new" href="http://www.dfcint.com/">DFC Intelligence.</a> "Humans are a social species," says game designer Brad McQuaid, formerly the prime creative force behind Everquest, "which is what makes me believe MMOGs will rival the movie industry in the next five to 10 years." </p><p><a href="http://www.salon.com/2002/07/09/mmorpg/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Playing games with free speech</title>
		<link>http://www.salon.com/2002/05/06/games_as_speech/</link>
		<comments>http://www.salon.com/2002/05/06/games_as_speech/#comments</comments>
		<pubDate>Mon, 06 May 2002 19:30:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/2002/05/06/games_as_speech</guid>
		<description><![CDATA[A federal judge says computer games don't deserve First Amendment protection. His decision is wrong,  stupid and dangerous.]]></description>
			<content:encoded><![CDATA[<p><i>"[There is] no conveyance of ideas, expression, or anything else that could possibly amount to speech. The court finds that video games have more in common with board games and sports than they do with motion pictures."</i>
<p align="right">-- U.S. District Judge Stephen N. Limbaugh Sr.</p><p>Saving democracy sometimes means having to wade toward the shore, while fascists unload hell on you from the beachhead. Which means you usually get killed. But you make that run, again and again, because the goal is worth all those lives you lose in the churning sea. </p><p>I could have learned this truth about D-Day from a film like <a href="/ent/movies/reviews/1998/07/cov_24review.html">"Saving Private Ryan"</a> or a book like "Citizen Soldier." But I'm now grasping it just as vividly from <a target="new" href="http://www.mohaa.ea.com">"Medal of Honor: Allied Assault,"</a> a computer game. </p><p>While the game's Omaha Beach level is derived from the opening of "Ryan," it's a fully interactive re-creation. The object here is to get across the Normandy beach, or die. You die a lot. You're forced to repeat the process -- strafed every step of the way, men screaming all around you -- over and over (and over) again, until you're finally able to reach the bunkers. It's a common conceit in games: play, die, reload, and ride the karmic wheel of kick-ass, until you get it right. But what "Allied Assault's" developers have done is use this feature to express an explicit point about World War II, and what it took to win it. </p><p><a href="http://www.salon.com/2002/05/06/games_as_speech/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Triumph of the mod</title>
		<link>http://www.salon.com/2002/04/16/modding/</link>
		<comments>http://www.salon.com/2002/04/16/modding/#comments</comments>
		<pubDate>Tue, 16 Apr 2002 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/2002/04/16/modding</guid>
		<description><![CDATA[Player-created additions to computer games aren't a hobby anymore -- they're the lifeblood of the industry.]]></description>
			<content:encoded><![CDATA[<p>The wall went down last month. From now on in computer gaming, there were to be no real barriers between creator and audience, or producer and consumer. They would be collaborators in the same imaginative space, and working as equals, they'd create a new medium, together. </p><p>That announcement was made, if you listened closely enough, at the annual <a target="new" href="http://www.gdconf.com/">Game Developers Conference</a> in San Jose, when <a target="new" href="http://www.valvesoftware.com/">Valve Software</a> founder Gabe Newell unveiled <a target="new" href="http://www.steampowered.com">Steam,</a> a broadband distribution network that would offer instant updates to recent Valve games and new titles from Valve and other companies. Listed among the new titles was <a target="new" href="http://www.dayofdefeatmod.com/">"Day of Defeat,"</a> a multiplayer add-on to Valve's best-selling first-person shooter (FPS), "Half-Life." </p><p><a href="http://www.salon.com/2002/04/16/modding/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Burn down the shopping malls!</title>
		<link>http://www.salon.com/2002/02/22/state_of_emergency/</link>
		<comments>http://www.salon.com/2002/02/22/state_of_emergency/#comments</comments>
		<pubDate>Fri, 22 Feb 2002 20:30:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/2002/02/22/state_of_emergency</guid>
		<description><![CDATA[A new game for Sony's Playstation 2 invites you to run amok as an anti-globalization anarchist. Is State of Emergency a new low in cynical corporate exploitation -- or consciousness-raising in a box?]]></description>
			<content:encoded><![CDATA[<p><i>The fascist, capitalist oppressors have finally locked down the whole town, so now we've got no choice but to take the fight to them, and so we's spreading through the streets like kerosene, two hundred n' fifty strong. But their Nazi rent-a-pigs are already out there to meet us, and they's got their thug sticks out, and they's wading in and going all Rodney King on the peeps. But that's the match that lights us, and when we pass, whole city blocks go up in flame. And the corporate stores with their sweatshop wares are getting thrashed and licked by fire, and its me and Ricky Trang, and a rainbow coalition of kickass who gots our backs -- cholos, niggaz, kung fu kids from Chinatown, all going </i>hella<i> wild on the racist, consumerist, globalist system, looting it clean, and it is friggin beautiful.</i> </p><p><a href="/news/feature/1999/12/02/riots/">Seattle</a> during the WTO? Rage against the G8 in <a href="http://www.salon.com/news/feature/2001/07/23/genoa/index.html">Genoa?</a> </p><p>Your Playstation 2, actually, in <a target="new" href="http://www.rockstargames.com/stateofemergency/">State of Emergency,</a> a new urban mayhem-fight title developed by Scotland's Rockstar Games and VIS Entertainment. </p><p><a href="http://www.salon.com/2002/02/22/state_of_emergency/">Continue Reading...</a></p>]]></content:encoded>
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		<title>&#8220;We were wrong&#8221;</title>
		<link>http://www.salon.com/2002/02/01/antiwarleft/</link>
		<comments>http://www.salon.com/2002/02/01/antiwarleft/#comments</comments>
		<pubDate>Fri, 01 Feb 2002 02:05:00 +0000</pubDate>
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				<category><![CDATA[News]]></category>
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		<category><![CDATA[Environment]]></category>

		<guid isPermaLink="false">http://www.salon.com/news/feature/2002/01/31/antiwarleft</guid>
		<description><![CDATA[Now when will Nader, Moore, Steinem, Chomsky -- and the other leftists who were monumentally mistaken about the war in Afghanistan -- join me in admitting it?]]></description>
			<content:encoded><![CDATA[<p>We were on our feet and roaring. It was supposed to be a memorial in honor of 3,000 fellow Americans who had died a scarce week before. Instead, the packed auditorium of San Franciscans had just soared through the grieving stage into the angry one. But we weren't outraged about Osama bin Laden's diabolical attacks. We were too busy endorsing the idea that our fellow Americans were murdered because we hadn't signed the global warming accord in Kyoto. </p><p> "America, is there anything you did to set up this climate?" the Rev. Amos Brown, a left-wing preacher and former San Francisco supervisor, brayed from the podium. "In Central America, in Africa where bombs are still blasting ... in the global warming conference ... at the world conference on racism, when you wouldn't show up?" </p><p> To my shame, I was part of the ovation that followed. Even worse, as it turned out, Brown's tirade <a target="new" href="http://www.sfgate.com/cgi-bin/article.cgi?file=/chronicle/archive/2001/09/19/MN210731.DTL">deeply offended</a> one of the service's honored guests: Paul Holm, the former partner of Mark Bingham, one of the heroic resisters aboard Flight 93. </p><p><a href="http://www.salon.com/2002/02/01/antiwarleft/">Continue Reading...</a></p>]]></content:encoded>
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		<title>The return of Lord British</title>
		<link>http://www.salon.com/2001/12/04/garriott/</link>
		<comments>http://www.salon.com/2001/12/04/garriott/#comments</comments>
		<pubDate>Tue, 04 Dec 2001 20:29:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/2001/12/04/garriott</guid>
		<description><![CDATA[Banished from his own Ultima domains, game designer Richard Garriott is making a comeback, via Korea.]]></description>
			<content:encoded><![CDATA[<p>Lord British, immortal sovereign of all Britannia, is sitting on a squeaky chair in my apartment, sipping a glass of water. He's about to lead me through the domains of his new realm, one that stretches across continents and oceans -- as soon as his publicist can get a solid connection to AOL on his laptop. </p><p>If it's momentarily difficult to separate Lord British, the computer game character who's been around pretty much since the medium existed, from Richard Garriott, the Austin-based game designer who created him, that's because Garriott himself has helped to blur the distinction. Lord British, typically residing on his throne in a jewel-encrusted castle, has been a ubiquitous presence throughout Garriott's line of Ultima fantasy role-playing games, as well as in <a target="new" href="http://www.uo.com/">Ultima Online,</a> the groundbreaking, massively multiplayer role-playing game (or MMRPG) that still enjoys an active membership in the hundreds of thousands. </p><p>Lord British was a pseudonym Garriott chose for his own role-playing persona, way back in high school <a href="/tech/feature/2000/03/29/open_dungeon/index.html">Dungeons & Dragons</a> sessions (shortly before he began creating computer games in his parents' garage), as a nod to his English birth. The pseudonym became a persona he was even willing to play in real life, as his Ultima games grew in popularity. </p><p><a href="http://www.salon.com/2001/12/04/garriott/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Xbox squared</title>
		<link>http://www.salon.com/2001/11/15/xbox_4/</link>
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		<pubDate>Thu, 15 Nov 2001 17:38:00 +0000</pubDate>
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		<category><![CDATA[Microsoft]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2001/11/15/xbox</guid>
		<description><![CDATA[Microsoft's game-box revolution takes the path of mediocrity, while Sony's Playstation seizes the creative high ground.]]></description>
			<content:encoded><![CDATA[<p>I should have known it was all over for the Xbox when Steve Ballmer hit the stage. I could have guessed it then, a few months before the Nov. 15 release of Microsoft's much-anticipated video game console. </p><p>"WHOOO! Give it up for me!" What follows was almost too horrific to contemplate. (Though that didn't keep the <a target="new" href="http://open.workfarm.com/ent/dancemonkeyboy.mpeg">"Dance Monkeyboy"</a> video clip from becoming last summer's viral hit.) Microsoft CEO Ballmer barrels onstage to Gloria Estefan, cantering and screeching while the Microsoft employees gathered beneath him applaud. "WHO SAID SIT DOWN?" he roars, when their dutiful enthusiasm begins to flag. </p><p>At the time, some analysts <a target="new" href="http://www.zdnet.com/anchordesk/stories/story/0,10738,2807333,00.html">argued</a> (and I'd agree) that this wasn't some bizarre unleashing of Ballmer's personal demons but a rare view straight into Microsoft's soul. Soaked armpits and all, Monkeyboy was emblematic of the company's invincibility and sheer force of will. </p><p><a href="http://www.salon.com/2001/11/15/xbox_4/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Slo-mo gore, John Woo style</title>
		<link>http://www.salon.com/2001/08/24/max_payne/</link>
		<comments>http://www.salon.com/2001/08/24/max_payne/#comments</comments>
		<pubDate>Fri, 24 Aug 2001 19:30:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.salon.com/technology/review/2001/08/24/max_payne</guid>
		<description><![CDATA[In the hit computer game Max Payne, death comes with a cost: Your own tortured soul.]]></description>
			<content:encoded><![CDATA[<p>Here's how Max Payne enters a room that's crawling with armed mobsters: with a Beretta 9mm in each hand, transcendentally pissed off. Here's how Max Payne survives, even when the wiseguys open up on him with their own weapons: leaping over the threshold, spiraling sideways in midair, sailing through the web work of their oncoming slugs. Here's how Max Payne prevails, outgunned, outmatched: unloading both clips like lightning, a lead swath that shears through every thug before they can even fix a bead on him, blowing them backward, arcing them to the concrete in slow-motion death pirouettes. </p><p>This is the aptly titled Max Payne, a new third-person shooter from Finnish studio Remedy and U.S. publisher GodGames. The story of one wronged cop's revenge on the New York underworld, it's been a hit since the moment it went on sale in early August. The PC game already has a movie adaptation in development, and near-universal acclaim from gamers. </p><p>In the last few years of its development cycle (it was in production as far back as 1996), it's sort of been the evil twin to "Black & White," <a href="/tech/feature/2000/05/05/molyneux/index.html">Peter Molyneux's</a> long-promoted, oft-delayed game, which promised all kinds of innovation that would totally reinvent the standard of future games. </p><p><a href="http://www.salon.com/2001/08/24/max_payne/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Boobs and rubes</title>
		<link>http://www.salon.com/2001/05/22/e3_2001/</link>
		<comments>http://www.salon.com/2001/05/22/e3_2001/#comments</comments>
		<pubDate>Tue, 22 May 2001 19:27:00 +0000</pubDate>
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		<category><![CDATA[Love and Sex]]></category>
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		<guid isPermaLink="false">http://www.salon.com/technology/feature/2001/05/22/e3_2001</guid>
		<description><![CDATA[The soft-porn fixation embarrassingly displayed at computer gaming's biggest convention, E3, is dooming the $6 billion industry to the nerd-geek ghetto.]]></description>
			<content:encoded><![CDATA[<p>A blond in a G-string has got herself contorted 15 feet above this city with her ass bent so far back behind her, she can fit her head straight through. On the ground below her, several hundred young men, all members of a multibillion-dollar media industry, hoot and cheer at her porn pole gymnastics. Milling around them, in this square of asphalt dubbed the Promised Lot, the promotional site for a Texas computer game publisher known as GOD, are additional women in leather butt-floss and little else, even more women dressed in cock-tease Catholic schoolgirl outfits and a squad of dwarfs in orange jumpsuits. </p><p>Welcome to the Electronic Entertainment <a target="new" href="http://www.e3expo.com/homepage_fla.html">Expo</a> (E3), the annual showcase for the latest in computer and video gaming. And if you're wondering what a stripper's sticky business on a steel pole has to do with video games, well, then you haven't been paying attention to just how big -- and sleazy -- a boy-toy party the computer gaming industry has become. </p><p><a href="http://www.salon.com/2001/05/22/e3_2001/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Playing God</title>
		<link>http://www.salon.com/2001/04/10/black_and_white_2/</link>
		<comments>http://www.salon.com/2001/04/10/black_and_white_2/#comments</comments>
		<pubDate>Tue, 10 Apr 2001 19:30:00 +0000</pubDate>
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		<guid isPermaLink="false">http://www.salon.com/technology/review/2001/04/10/black_and_white</guid>
		<description><![CDATA[The long-awaited game Black &#038; White is everything fans hoped it would be: A state-of-the-art excursion into our own souls.]]></description>
			<content:encoded><![CDATA[<p>It may be hard to believe that the future of 21st century art is represented by a giant bipedal tiger who farts, break dances and flings livestock around when he's bored. But it requires only a few hours of play in the lands of Black & White, the new PC game from Lionhead Studios and lead designer Peter Molyneux, to know that this is exactly the case. </p><p>For many gamers, that realization may come as a relief. The game arrives after more than three years of development and missed publication dates. At the Game Developers Conference in March, where Molyneux was scheduled to give a talk but unexpectedly canceled just the day before, the prospect of Black & White's imminent arrival was on everyone's mind. </p><p>Would Black & White really be the summation of all the acclaimed games Molyneux had designed before, an impossibly ambitious melding of the real-time strategy "god game" genre (which he invented), insanely complex artificial intelligence (AI) and a wreath of unproven technical innovations? If Peter Molyneux is the <a href="/tech/feature/2000/05/05/molyneux/index.html">Stanley Kubrick</a> of computer game design, then, after all the delays, it started to seem like Black & White might not, after all, be the "2001" we were hoping for, but rather would finally stagger to the shelves looking more like a vaporware version of "Eyes Wide Shut." </p><p><a href="http://www.salon.com/2001/04/10/black_and_white_2/">Continue Reading...</a></p>]]></content:encoded>
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		<title>Clamping down on high-tech growth is good for high-tech</title>
		<link>http://www.salon.com/2000/11/06/propl2/</link>
		<comments>http://www.salon.com/2000/11/06/propl2/#comments</comments>
		<pubDate>Mon, 06 Nov 2000 20:30:00 +0000</pubDate>
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		<category><![CDATA[San Francisco]]></category>

		<guid isPermaLink="false">http://www.salon.com/technology/feature/2000/11/06/propl2</guid>
		<description><![CDATA[San Francisco's anti-development Prop L will squeeze tech firms into a battle for survival. And nothing could be better for them.]]></description>
			<content:encoded><![CDATA[<p>Most opponents of Proposition L, a San Francisco ballot initiative that would drastically curtail the development of new office space, declare that passage of the legislation would stab the city's Internet economy in the heart. The truth, I will argue, is the opposite. If the proposition is <i>defeated</i> the dot-com industry will be mortally wounded. I've made a good living from San Francisco's Internet economy, and hope to continue doing so. But the defeat of Proposition L would virtually guarantee that my industry will be force fed into oblivion. </p><p>If Prop. L fails, I can already see myself joining a high-tech diaspora from this city, displaced with my colleagues to cities where the new economy is just as vital, but where the rent is cheaper and the quality of life more comfortable. Some of these places may even have a worthwhile live music and arts scene. (I seem to remember moving to San Francisco for those very things, when those still existed -- but that seems like a long time ago.) </p><p>Meanwhile, developer lobbyists and city officials (with Mayor <a href="/directory/topics/willie_brown/">Willie Brown</a> at the vanguard) have marshaled <a target="new" href="http://www.sfgate.com/cgi-bin/article.cgi?file=/chronicle/archive/2000/10/27/MN107480.DTL">over two million dollars</a> to defeat Proposition L next week. </p><p><a href="http://www.salon.com/2000/11/06/propl2/">Continue Reading...</a></p>]]></content:encoded>
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