Shared posts

23 Jun 16:59

Carta abierta a una oferta de trabajo bestial

by JRMora

bestial

 

Lo de siempre.

Podría escribir un libro con los correos de personas, más o menos respetuosas, que pretenden que trabaje gratis.

Esta propuesta  fue directa al filtro “Mal rollo” por su penoso planteamiento, donde suelen quedarse criando malvas junto a otras ofertas absurdas.

Pero hoy tiraré por la calle de en medio y contestaré aquí.  A lo “carta abierta”, que vuelve a estar de moda.

Estimado empresario:

Dice usted haber visto mi web. Pero, no la ha leído, ni se molestado en intentar conocer mi respuesta habitual a las invitaciones a trabajar gratis.

Su correo reúne todos los malos vicios que suelen molestar a cualquier profesional de cualquier gremio.

Entiendo que ha hecho usted alguna una inversión en infraestructura, algún redactor currará para su periódico, habrá cerrado un precio con una imprenta para su bestial  tirada,  puede que hasta haya comprado algún ordenador, igual alguien se sienta a maquetarlo,  puede que alguien reparta su periódico y es probable que otro alguien se encargue de ejercer de agente comercial para hacerse con anunciantes.

Estoy seguro de que todos ellos trabajarán a cambio de que su nombre o web aparezca en su periódico, hasta la compañía eléctrica le habrá regalado la luz a cambio de una publicidad bestial. Sin embargo, si me equivoco y va a hacerlo todo usted solo, le felicito, es un trabajador bestial.

Pero le hago una propuesta bestial alternativa para que vea que no hay mala fe.

Le invito a escribir en mi blog con periodicidad semanal, se trataría de un texto gracioso, original e impactante, con un mínimo de 1000 palabras, no me hace falta conocer su estilo. Doy por hecho que, si se va a lanzar al mundo editorial,  hay calidad sobrada en su pluma.

Todo serán ventajas para usted, se dará a conocer y podrá jactarse de publicar bajo la influencia de mi firma. No le acarreará gastos de ningún tipo, como no deberá emitir facturas por su trabajo estará exento de impuestos y todo  gasto asociado a su actividad profesional.

Si por el contrario, entendí mal su correo y entre líneas me estaba preguntando por mis tarifas y condiciones, vuelva a ponerse en contacto y retomamos el asunto.

Reciba un bestial y gratuito saludo.

 

18 Jun 13:26

Macho copula con una rana muerta y consigue tener descendencia

by Gothic
Joan Blasco

Los comentarios son a cada cual mej... uhh...peo...err... más impresionante.

Las rítmicas embestidas van extrayendo del cuerpo inerte de la hembra una hilera de huevos, que serán fertilizados inmediatamente. Los investigadores que contemplan admirados la escena, los retiran y los conservan en bolsas de plástico en el estanque. Al cabo de unas semanas de cuidadosa observación, constatan que los embriones se están desarrollando. Es la primera descendencia engendrada en un acto de necrofilia de la que tenemos constancia.

etiquetas: necrofilia, amazonas, rana muerta

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» noticia original



15 Jun 11:31

I illustrated some photos from Facebook

by Matthew Inman
Joan Blasco

Qué huevos tiene la gente XDD

I illustrated some photos from Facebook

I took photos that people posted on Facebook and drew them.

View
07 Jun 13:57

Miguel Blesa da una paliza a un recluso para demostrar quién manda en Soto del Real

by IgnatiusJReilly
Joan Blasco

PUTOS
CRACKS
XDDDD

Al grito de “Entendedlo: sois vosotros los que estáis encerrados aquí conmigo”, Miguel Blesa ha aprovechado la primera oportunidad en el patio de la cárcel de Soto del Real para pegar una paliza al presidiario más negro, grande y peligroso que ha podido encontrar entre todos los reclusos.

etiquetas: blesa, paliza, preso

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07 Jun 12:43

Pastime

Good thing we're too smart to spend all day being uselessly frustrated with ourselves. I mean, that'd be a hell of a waste, right?
02 Jun 13:33

Experience

by Doug

Experience

Here are more jobs.

02 Jun 13:30

Timmy Takes A Stand

by Doug

Timmy Takes A Stand

Dedicated to Timmy Tofu fan, Stephanie! Happy birthday, Stephanie!

Here’s more Timmy Tofu!

30 May 08:59

Former THQ president reveals Metro dev's terrible work conditions

Joan Blasco

Joder...

Update: 4A Games creative director Andrew Prokhorov has responded, on GamesIndustry International, to Jason Rubin's account of Metro: Last Light's budget development, thanking him for his piece.

In the 10 years Prokhorov has worked with THQ - before 4A he was at GSC making S.T.A.L.K.E.R. - Rubin was apparently the only president to venture to the Ukraine to meet the team, which he did on his second week in charge (appointed in spring 2012). But by then it was too late to "somehow fix the situation", Prokhorov said.

"It is a fact that our work conditions are worse than those of other developers outside Ukraine. I don't think anyone can doubt that. Yes, it's true that American and most of European developers operate in a country far more comfortable than Ukraine, and yes, the publishers pay them more."

Read more…

15 May 14:53

Game update: REDkit creative toolset for The Witcher 2

CD Projekt RED invites you to digital godhood.

Creating worlds is a matter divine. Shaping realms from digital clay, populating them with virtual life, and twisting their fates to your liking gives an unbelievable rush of power and creative satisfaction. This is not a thing everyone experienced, but for a game modder it's daily bread. There are few game genres--if any--that make such a perfect playground for your imagination as role-playing games do. By definition, RPGs are most advanced in developing a believable illusion of a vivid world, and among all of them, The Witcher 2: Enhanced Edition stands out with its complexity, depth and organic feel. Such an incredibly life-like realm--now, you too can become its lord creator!

Our friends at CD Projekt RED have prepared a set of tools that will allow modders of any skill to access the creative potential that up until now was only accessible to the creators of The Witcher 2: Enhanced Edition, one of the most acclaimed modern role-playing title, known for it's powerful vision and deep, mature gameplay. The suite known as the REDkit has entered the Open Beta phase, and is available as a free Witcher 2 upgrade via its newly-published official website--or if you own the game here, on GOG.com, from within your account, in the game's download section. The site also holds an extensive Wiki manual that will help you start modding away, a quick guide for installation and your first steps with the kit, forums to connect you with its other users, and a news section to keep you updated on new developments. Last, but not the least, the REDkit's official site is also a hub for exchanging your creations, allowing everyone to download, play, and experience the worlds created by modders. There's even a user-created mod introducing a whole new adventure already featured and ready to download. Are you excited yet? Now watch the trailer below:



With the addition of REDkit, CD Projekt RED continues on its course to do exceptional things in role-playing games development. Let's hear from the studio's head, Adam Badowski:

"For CD Projekt RED, RPGs are all about telling amazing stories," said Adam. "We want to give players the power to tell the same kind of non-linear, branching stories that made The Witcher games so popular. Our fans have helped us for years to make our games the best they can be, and REDkit is part of embracing our community as a partner in game development."

With a bold statement like that, the tool itself has much to live up to. Wondering what kind of creative powers can this suite actually unleash? Let's look at REDkit's key features:

• Intuitive tools developed for all would-be storytellers and game designers
• Complex and user-friendly terrain tools, including the SpeedTree foliage system
• Utilize the astonishing graphics and visuals that power The Witcher 2: Assassins of Kings
• Create a realistic and dynamic day and night cycle in a few clicks
• Implement non-linear stories and quests with a unique quest system that allows player decisions to impact the game world and plot
• Build believable characters, NPCs, and entire communities and set their interactions with the player
• Place dialogue cameras automatically or manually to create a movielike experience

Are you ready to ascend to digital godhood to create worlds and shape the fates of many lifelike characters, crafting unique multi-layered adventures for everyone to enjoy and admire? If you already own a copy of The Witcher 2: Enhanced Edition, there's nothing stopping you. If not, you can get yours on GOG.com, for only $19.99. Now it's worth more than ever!

14 May 17:39

Midweek Madness - Terraria, 66% Off

by Valve
Save 66% on Terraria during this week's Midweek Madness*!

Dig, fight, explore, build! Nothing is impossible in this action-packed adventure game. The world is your canvas and the ground itself is your paint.

*Offer ends Thursday at 4PM Pacific Time.

12 May 21:30

Thoughts on Slender: The Arrival

by Thomas

Slender: The Arrival is the commercial version of a free game called Slender. The original was based upon a a simple concept: find eight pieces of paper before the Slenderman, a now famous creature that started out as an internet meme, gets you. I wrote a blog post about the game when it was released and as a short experiment I found it quite interesting, but wondered how one would make it into a longer experience. So when I heard a commercial version was in the works I became quite curious, and gave it a go soon after release.

My initial guess was that the game would essentially be like the original, but set in different locations. Each of these would have special collectibles, instead of the original's pages, and some form of modifiers, e.g. mud that makes movement slower. So when I launched the game, I was quite surprised to find out that it started out as an adventure game. Slender:  The Arrival began with my car having broken down somewhere in the forest; I was met by a beautifully rendered forest path, the sun was shining and there was a sense of calm. As I started walking the sky got increasingly darker and by the time I arrived at a desolate house it is almost pitch black.

This was a very simple start, but also an extremely effective one. It set up a notion of how things ought to be and gave something to contrast with later on. Part of the trick was also that I knew there would be a Slenderman, but had no idea what shape it would take. The game had planted an idea in my head and put me in a very suggestive state.

Walking around in the abandoned house, I found notes, news clippings and other things that hinted of normality. But among these were also signs that something was wrong. At first it was just some weird graffiti and the tone of some texts, but as I progressed further things got worse. Having found a flashlight and a key I came across a room filled with weird sketches. Numerous of these depicted a dark, slim figure. My hear-rate was quite rapid now. The slow pace combined with my expectations was making my imagination run wild. Approaching a window, a scream echoed through the night.

I did not want go outside, but felt that I had to. I exited the house and entered the woods. Being unsure where to go I headed in the wrong direction and became lost in the wilderness. At this point a slight distortion appeared on my screen and a vague whisper was heard. Normally, I am not very affected by horror games, but at this moment a chill literally ran down my spine. I was honestly unsure if I could continue playing the game any longer. The build-up was hitting with some force.

Eventually I found my bearings and headed in the direction of the scream. I walked through a gate and a new map loaded. I started the new map facing a canoe and some ranger cabin; the environment did not seem to fit and the house I came from were nowhere to be seen. Instantly I had a real problem with the continuity. It felt like I had been transported somewhere else entirely. Walking around I also quickly figured that I was supposed to collect eight notes scattered around the area. I had no idea why, it made no sense to my subjective narrative. All of this meant that my sense of presence took a drastic drop; a drop from which it never recovered.

The game was still spooky, but a far cry from what it had been. I managed to pick a few pages and it was not long until I got visual distortions and heard creepy sounds. I quickly understood that this was simply a mechanism for telling me when Slenderman is getting closer, and it never became very effective. Soon after I had some sightings of the creature too. It was spooky at first, but could not compare with the terror felt during the prologue. The encounters became increasingly frequent and the effect was lost. Finding the notes turned out to be tricky for me, and I found myself running in circles most of the time.

At this point my sense of presence was obliterated and the game had lost all of it horror. It is all just a mechanical and repetitive trudge.I eventually died and tried again, but never managed to to complete the level. I quickly checked some guides to make sure was not missing out on some upcoming twist, but it seemed the collect items style of gameplay remained throughout. I felt I could not really bother forcing my through the levels and gave up on the game.

Despite being let down (or rather having my predictions confirmed), my time with the game was extremely valuable. The prologue was fantastic and induced horror in way that I have not felt in a long time. While the game failed to make use of its excellent introduction, it gave me a lot to think about, providing more insights into what really makes a great horror experience.

Now follows a summary of the most important takeaways:

 - Normality Makes Immersion Easier
Most of the creepiness comes from the game featuring perfectly normal situations and locations. It is easy to draw parallels between the game's scenery and your own life experience. There is no need to figure out the world and your place in it, all that comes automatically. This makes it possible to become immersed in the atmosphere almost instantly. It also makes the game leave a certain amount of dread behind after you have finished playing.

It is worth noting that having normality can cause problems as it also sets strict assumption of how the world should work. This is mostly problematic when a game has a wide range of interaction possibilities. It often cause players think some actions ought to be possible but are not or that the world behaves in the wrong way. Slender: TA escapes this problem by limiting the interactions available.

- Flow Is Crucial
When I first entered the house in Slender: TA it was engaging to explore it; every room I visited added to the atmosphere. But once I had gone through all rooms I was unsure how to progress. This state lasted for quite a while and I just ran aimlessly around trying to figure out what to do next. It turned out I had just missed a, not very visible, flashlight and were therefore been unable to properly explore the pitch black rooms. For the five or so minutes I was stuck I was pulled out of the fantasy.

This tells me that is is of utmost importance that the player does not get lost like this, especially at the start of the game. When a game is all about atmosphere it must always be clear for the player how to continue. One must make sure the focus is to become part of the virtual world and not to figure out its rules. Slender: TA has this problem later on as well, and is an excellent example of why maintaining the flow is so important.

- Narrative Purpose Matters
When I started out the game, I felt like as part of a narrative. Sure it was not the a very complex one, "car breaks down and it starts to get dark", but it felt consistent and was easy to become immersed in. The most important aspect of this is that the player's thinking becomes centered around story elements. Happenings are not evaluated as output from a rule system, but as occurrences inside a story. This is a strong contributor to the sense of fear; for instance, sounds are not just part of some random event generator but utterances by the world that the player inhabits.

However, Slender: TA is not able to sustain this for long. The narrative reason for moving on became increasingly vague, and I soon found my self doing things simply because the game told me so. This is devastating from a horror standpoint as the world now get treated as system. The fiction is no longer the point of reference, but any event is evaluated in an abstract manner.

- HUD Can Increase Sense of Presence
It is often said that a really immersive game should get rid of any HUD elements. This is simply not true, and in many cases it is actually the opposite. Among many things, the HUD can be used to portray information impossible to display, help keep the player on track and add to the story of the game. In this game the HUD is that of a camcorder; looking at your shadow early in the game shows that the protagonist is in fact holding an actual camera. In a way this is a bit forced (why would one be recording at a time like this?) but I think it is rectified by the positive effect it has on your sense of presence. By having this filter between the world and your vision, you are never seeing anything directly; it becomes easier to accept the rendered, artificial world. By using this kind of HUD the game also emulates the feel from a shaky cam ghost/ufo/bigfoot/etc video, something which is closely tied to the mythology of the Slenderman and increases the effect further.

The camera HUD is also a great vessel for the visual effects that happen when Slenderman is near. Static noise, image tearing and chromatic aberration (where the components of a color are spread out) are all common camcorder artifacts and shaky video tropes. It is a great way to symbolize the presence of an evil being and connects the game with the surrounding fiction. In weird way, this also links the game to real-life: if you see any of these signs when filming, you will interpret them in a very different way.

Despite all the good stuff, I think the HUD is still underused. The most obvious thing to add would be some kind of navigational help. This would be a great way to fix the flow problems that were pointed out earlier. The camera HUD would also have been great for displaying story information; messages and strange images  could pop up in the HUD and give more depth to the narrative.

- Being Cute Just Ain't Worth It
The house at the beginning contains two a posters with logos of the developers. I really dislike things like this. There is no reason for these posters to be in the house apart from being an attempt at a joke - a joke that I think few appreciate. If a game wants to have  a world that the player take seriously, these type of things are horrendously out of place. They destroy the sense of disbelief and makes the player less likely to put any significance to objects found in the environment  In a game like this it is crucial to make sure of ever last detail serves a purpose and help tell something of the game's story. They should never be used to deliver some lame joke or easter egg.


Summed up, Slender: The Arrival is far from a great game and has many flaws. But it also contains some excellent things. Especially noteworthy is the the build-up, which is one of the best I have ever seen in a game, rivaling my memories of the first Silent Hill. The bad elements are also bad in a very enlightening way, which makes the game especially interesting. It is a must play for anyone interested in horror.


Links:
http://www.slenderarrival.com
Official page for Slender: The Arrival

http://frictionalgames.blogspot.se/2012/07/horror-tip-slender.html
My blog post on the original free version of the game.

http://knowyourmeme.com/memes/slender-man
Information on the Slenderman.

Notes:
  • It is interesting to note that part of why I found the start so frightening was because I knew some of the game's fictional aspects. This means that the way PR is made for a game can greatly influence the experience of playing it. We noticed this with Amnesia as well; some players started out very tense simply because of what they had heard about the game,
  • The counter intuitive idea that a a HUD can actually increase immersion reminds me of Metroid Prime (from 2002 on Gamecube). Here all HUD elements are displayed on your visor which sort of exist in the actual game world. This visor HUD is also used to enhance other effects  such as rain, and does so to great effect.
11 May 19:43

“Para pensar-fuera-de-la-caja, necesitas la caja”. La charla de la semana (S18)

by Javier Jiménez

Como ven cambiamos el formato de los títulos de la Charla de la semana. Me estaba dando cuenta de que el formato anterior (indicar tan sólo el número de la semana) hacía que fuera difícil sabe si interesaba el tema o no… sobre todo, para quien no usa lector de feeds (un consejo: ¡usadlo!). A partir de ahora, pues, incluiré el nombre de la charla

La charla de esta semana es de Michael Bahr, el director educativo del Festival de Shakespeare de Utah, y nos habla de la relación entre las reglas y la creatividad.

 


Dominio + blog+ email + lector de feeds por solo 7€/mes con la garantía de Ponlenombre, Enkidu y las Indias
11 May 19:33

Una nueva oportunidad para Zack Zero


Y sino, que se lo pregunten a Carlos Abril y Alberto Moreno, dos viejas glorias de la industria del videojuego español, responsables del estudio de desarrollo madrileño Crocodile Entertainment y promotores de ‘Zack Zero’. Abril fue el creador del clásico ‘PC Fútbol’ y ‘Phantis’. En el desarrollo de su tercera parte del simulador de fútbol entraría Moreno que, años después, se convertiría en el director de arte.

Tras dejar sus respectivos trabajos, dedicaron cinco años en llevar a cabo ‘Zack Zero’;una travesía que resultó ser un desierto financiero. Incluso tuvieron que poner sus viviendas y las de un familiar como aval para conseguir que las entidades les prestaran algo de liquidez. “Aunque teníamos una subvención del Centro para el Desarrollo Tecnológico Industrial (CDTI), con la llegada de la crisis, les entró el miedo a todos los bancos y dejaron de conceder créditos”, recuerdan. “No te decían que no –matizan– pero te daban largas.

A trancas y barrancas, el juego finalmente vio la luz en PlayStation 3 a comienzos de 2012. Se trata de un titulo de acción y plataformas de toda la vida, con una forma de jugar clásica y un aspecto visual adaptado a los nuevos tiempos. Mientras la crítica aplaudía el esfuerzo y ‘Zack Zero’ obtenía varios premios nacionales e internacionales, las ventas eran regulares. “Bastante peor de lo que esperábamos”, se sincera Moreno.

Continúa leyendo en El Rincón de Asadapi


Por: Asadapi
11 May 14:17

Culture and the Internet: the report

by neurone18

Paris, 10 May 2013 — The publication of the report on culture and the Internet requested by French president Hollande to Pierre Lescure – former CEO of Canal +, a major TV station owned by Vivendi-Universal – will be the object of a major media buzz in France. For those interested in what would be ambitious public policies adapted to the digital era, La Quadrature du Net brings back on the table its Elements for the reform of copyright and related cultural policies. Will those 14 propositions, attentive to the freedoms and uses of everyone, to the interests of authors and other contributors, be a part of it, or will the Lescure report perpetuate the repressive policies led by Nicolas Sarkozy?

In July 2012, concluding several years' worth of international collective work, La Quadrature du Net issued a coherent set of proposals for copyright and cultural policies reform, aimed at adapting them to the digital era. Those propositions are based on the recognition of individuals cultural fundamental rights and – attentive to added-value editorial work – take into account the real challenges of the digital era: the mutliplicity of contributors and quality contents.

La Quadrature du Net's propositions come about within a set of structures coming from various networks and European countries, including:

“In order for everyone to know what a real cultural policy in the digital era could be, reviewers of the Lescure report are invited to compare it's content with the Elements for the reform of copyright and related cultural policies proposed by La Quadrature. It is time to take into account the propositions made by those for whom Internet is not just a distribution channel for the products of outdated entertainment industries.” declared Philippe Aigrain, co-founder of La Quadrature du Net.

To get more information and discuss this, you can visit our forum.

10 May 19:18

Daft Punk Cockatoo

04 May 16:56

Nikolay Ulyanov, un músico en la puta calle

by pinkix

Ayer estaba paseando por los alrededores de la catedral de Sevilla y me paré a mirar a un hombre que me pareció estar pidiendo. Era diferente a los demás. No pedía nada para él. Regalaba discos de música en los que había participado (con depósito legal y todo). No aceptaba dinero, solo daba un número de cuenta para su hijo. Afirma vivir en un coche y que la policía local le requisó la guitarra, su medio de vida, y ahora está en huelga de hambre.

etiquetas: calle, sevilla, huelga de hambre, nikolay ulyanov

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02 May 13:02

Un chico y su átomo: La película más pequeña del mundo [ENG]

by belfegor

Los científicos han dado a conocer lo que se cree que es la película más pequeña del mundo, hecha con átomos. IBM crea A Boy And His Atom que usa miles de átomos colocados con precisión para crear cerca de 250 marcos de acción stop-motion. La película muestra un personaje llamado Atom, que se hace amigo de otro átomo y se embarca en un viaje que incluye baile, juego con pelota y salto sobre cama elástica. La cámara es un microscopio de 2 toneladas que opera a -268ºC y trabaja con 100 millones de aumentos

etiquetas: atom, átomo, atómico, pelicula, ciencia, un chico y su atomo (eng)

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28 Apr 15:08

Publicidad que sólo verás si eres un niño

by KeyserSoze

Si trabajas en esto de la publicidad sabrás lo complicado que es a veces pensar en una campaña dirigida exclusivamente para un target en concreto, pero más difícil aún es crear una campaña exclusiva para que la vea tu público y que además no sea visible para el target opuesto, pero si el reto ya parecía difícil vamos hacerlo casi imposible definiendo que la campaña va a...

etiquetas: publicidad, niños, maltrato, infantil

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» noticia original



25 Apr 19:15

Thoughts on Bioshock Infinite

by Thomas
Joan Blasco

Joder, se ha quedado a gusto :P

Introduction
So I just finished Bioshock Infinite and I feel I need to write something about it. There is a lot that is really good about the game, but the way it all comes together seems like a wasted opportunity. This does not mean it is a bad game, far from it. I played the entire game in a couple of days, a rare thing for me, and had (mostly) fun doing so. What really stuck to me, though, is how it abuses its own premise. The capability for true greatness can be seen throughout, but is constantly hindered . This is also why it is so interesting to talk about it. By taking a closer look at Bioshock Infinite we can perhaps learn to harness its dormant potential.


Narrative
Before we get into it all, I need to clear up a concept. When I talk about the narrative in a game, I see it as the totality of the experience. It is not just cut-scenes and audio-logs that make up a narrative, it is also the shooting, jumping, and all other actions that I perform as a player.

While not that many talk about narrative in this way, I think it is really how most of us interpret our experiences. When we take part in interactive storytelling, what we really care about is our activities and the scenarios. While we of course are able to talk about the narrative in a separate, dual world-like, sense, it is not how we live through the experience. We do not absorb gameplay on a purely abstract basis, we connect it to the game's virtual world and incorporate it into our subjective narrative. The journey we take through the game becomes our narrative.

We want to play the story. I think this is true for anybody who has interest in a videogame storytelling. I see this as the gold standard for any work of interactive fiction, and it is through this lens that I will inspect Bioshock Infinite.


Combat Design
First up, I will go over the combat. I am not fond of combat in games, mostly because it is so overused, but when done well I have nothing against it. The grandfather of Bioshock Infinite, System Shock 2, is a great example of combat done right. Every enemy conveys an aspect of the story, the flow complements the overall mood and the tactics are connected with the progression of the protagonist. When fighting in System Shock 2 an engaging narrative is created; one that ties neatly in with the rest of the story elements.

On the other hand, Bioshock Infinite's combat has probably the worst narrative connection of recent memory. It is basically on the level of Smash TV; arena like battles where you need to kill all hostiles in order to progress. Enemies just run at you and attack, lacking any of the awareness-state nuances seen in previous Shock games. It all boils down to a hectic and often chaotic spectacle. While it can have some charm, it very rarely creates any sort of narrative experience. It is just a matter of clearing waves of enemies in order to move the story forward.

Worse still is that the elements of the battles have little to do with the story. Enemy fiction does not get any better than them being the henchmen of whichever bad guy happens to be your current antagonist. The same is true for your powers. The different magical spells acquired seem to be there simply because they were present in the previous game. They get mentioned on some billboards at the start, but serve no further narrative purpose. Like so many other things in the game they are there just to comply with the predefined combat mechanics.

The game also features looting and vending machines, elements that seem to belong in neither in combat or the story. Yet again these elements are there because they were in the previous game. Possibly also for fear that the player might get bored. To me the overall impression is just one of disconnect. It is a clear example of how much the little touches in earlier games mattered. Combat in System Shock 2 is probably a lot less complex than that in Bioshock Infinite, but because it ties neatly into its fiction, the emergent narrative is so much more engaging.

By having this detached fighting system, a very interesting question is exposed. Does Bioshock Infinite need combat at all? The problem is so obvious that many mainstream outlets have picked it up, something I have never seen before. But before this issue is dealt with, there are other things to discuss.


Basic Elements of Story
I will now go over the different ways in which Bioshock Infinite chooses to tell the story, and point out the many problems that it has with its story's basic constituents.

The first thing to note is how the combat design spread to and corrupt other parts of the game. When in combat mode most of the normal storytelling bits go away, but when leaving a combat arena many of the combat mechanics still remain. The most obvious of these is the looting. In System Shock 2 this made sense, but in later installations it has been simplified and lost much of its narrative connection. The problem peaks in Infinite, where it boils down to mindlessly searching and emptying any vessel in sight. Searching objects would be used to contextualize the backdrop, but it does the opposite here. Much of the scenery is turned into power-up containers. This cheapens exploration, giving it a mechanical and forced feel. All these problems get so much worse when the contents of the loot directly contradict the surrounding environment; for instance, starving children standing next to barrels of fruit. The insistence to place coins everywhere is a similarly damaging feature. Adrian Chmielarz has written a very revealing article of how these elements infest the very beginning of the game.

Vending machines that turn up in strange places and magic potions thrown about are all also hard to mold into any sort of narrative. But perhaps worse of all is how the combat ties into, and corrupts, a major character and theme of the game.

For most of the journey the player is followed by a young woman called Elizabeth. She comments on scenery and keeps the narrative going.The game shows how having a character that stays out of the way, and manages herself, makes her a lot easier to get attached to than one who is in constant need of attention. When not in combat she is a great companion who has her own personality, feels like a fluent part of the game and is of great narrative importance. It is really something to take notes from. But when in a fire fight, which is the bigger part of the game, she is reduced into a power-up dispenser and portable lock-pick. I guess the intention was that this would help the player bond, but because it happens so often it just dispels the illusion. As the game passes, she turns more and more into a gameplay device, and less of a living individual.

Another prominent feature of the games fiction is the existence of parallel worlds. Elizabeth is able to peek into these, opening tears that can let objects travel between dimensions. This is an intriguing concept and something that should be possible to explore in an interactive story. As it turns out, except for a few rare occasions,  the only real interaction with these tears is during combat. They are simply used to conjure up generic objects, all used for their mechanical gain only. Here we have a feature that could have had an almost limitless array of exploration opportunities, and it is used solely as a gimmicky combat tool.

While Bioshock Infinite paints a breathtakingly beautiful world, it is all on a "look, don't touch"-basis. The code governing the game's plentiful NPCs are on par with an old school JRPG. They are all static automatons waiting for the player to show up so they can deliver their one canned response. This is especially jarring in a detailed first person game where objects can examined so closely. I think that even the slightest AI improvement, such as moving out of the way, would help tremendously. The rest of the scenery follows the same formula. Apart from a few, and often rather boring assets, the world is static and void of interaction. It is evident that most code complexity has gone into the combat mechanics, instead of features that give rise to narrative.

Building from its pedigree, the game is of course loaded with audio-logs. The System Shock games handled this quite nicely and tried to fit them into the fiction. It has since been abused in many games, and I have to say Bioshock Infinite is one of the worst examples I have seen. The reasons for recording are dubious and, worse of all, the placement is awful. For instance, you can find personal recordings of the city's ruler lying on the table of  a crowded cafe.

After the game literally smashes a book about Quantum Mechanics in your face, you expect the technology to at least be somewhat justified. This would also make sense as the game has plot aspects that encourage thinking about similar topics. Older games in the series have at least tried to do this; making sure that creatures and contraptions form a coherent whole. But in Infinite, almost nothing is explained. I am not saying there needs to be an in-depth explanation, but it must at least seem plausible in the fiction. When the game is so dismissive with most of its story elements, it is hard to give anything a deeper consideration. This directly counteracts the intended deep themes of the game.

Also worth noting is how simplistically written the characters are. The game paints a backstory and world that could allow for really elaborate discussions. Instead we just end up with villains without much depth. The game simply points out that both sides can be evil, and that is it. It is a shame, as these kind of worlds are often great ways to explore many social issues; China Mieville's books being excellent examples.

What we arrive with is a game that does not seem to take its fiction seriously. It builds up this extraordinary backdrop but never makes any attempt to pull it all together or make any deeper explorations. It seems content with being shallow. It really is a shame.


Narrative Focus
I will now drop the specific details and talk about the narrative experience as whole. Here I think the flaws show up even more clearly. I can forgive that specific elements make little sense, but I find it much worse when a game lacks a clear ambition and focus in the way Bioshock Infinite does.

It seems obvious that the narrative has not been intended as the main source of engagement  During most of the game understanding and enjoying the story is not of importance. There is always an arrow telling you where to go, combat encounters are frequent and there is ever present loot to be found. The game never relies on you being caught up in the narrative, but makes sure that you are constantly exposed to the core gameplay loop. Despite this, the story is a very big part of the game, the world reeking with narrative elements. It seems like the game is not sure what it wants. It tries to do two very different things, and end up doing neither particularly effective.

It feels like an attempt to tell a serious story through a theme park ride. The game tugs you along these fantastic, but mostly lifeless settings; often stopping to engage you in some repetitive activity. It is hoping that the sheer spectacle of the ride and constant feeding of candy will make you forget all of its short comings. Because the game is such a straightforward ride, there is never any proper thematic exploration. There is a lot of things to discuss after a play session, but nothing of the sort happens during actual play. An engaging narrative never emerges, and the good things left are punctured by unrelated activities.

Because of the game's insecure nature I am forced to constantly doublethink. I need to neglect certain elements, forget what I have heard/seen and toggle my view of the world. When in smaller bursts, one can often see past this. For instance, it is possible to feel part of a play even though you know it is just actors on a stage. But when the conflicting elements are so interconnected and frequent it just gets harder and harder to ignore. In the end, the only way for me to go on was not lose myself in the fiction at all. I had to take it all in on a very superficial level. The doublethinking just became too much. It was still possible to enjoy the game, but all along it was evident that a lot was missing.

To me, Bioshock Infinite stands as a clear example of how a lack of focus lessens the emotional impact. Had the game just made sure to set a firm focus on telling a story, it could have been so much more. I am having the same kind of feelings I had after playing Dead Space 2; the feeling of unlocked potential, that the developers just did not dare to take the game were it should have gone. I hope that people playing Bioshock Infinite will see this and take note.


No combat?
Back to the question I asked earlier: is combat needed? This is something that has been uttered by many: that the violence is detracting from the story. This is response is awesome, and I cannot recall the issue being raised in this way before. But at the same time, I have not seen any good examples of what to have instead. This is what I will talk about here.

First of all, note that the combat does not need to be removed. It is possible to have a narrative focused game with a lot of fighting. System Shock 2, or whichever other immersive sim, can be checked to see how it can be done much better. That is not really that interesting though; it seems much more rewarding to see if we could do away with the core combat gameplay all together.

Before going into that, it is worth asking the question if it is worth it. Would the experience improve? If the goal is to have a game that is about relationship, revolution and parallel universes then I would say yes. Some quick reasons:

  • Having any sort of cognitive demanding activity has been shown to decrease our capability to feel emotions.  Not having combat can heighten the sense of empathy and connection to the characters.
  • Avoiding combat removes the tunnel vision that comes with it. Competitive fighting makes players focus on a very specific activity and make it easy to ignore other aspects of the game. The world's non-combat features come to a stronger focus if combat is dropped.
  • As I have argued at length, the common combat design drastically decreases the set of actions we can let the player do in a game. If fighting is removed more actions can be added for the themes we want to explore, actions that will make the player think more deeply.
(Important to note here is that the above reasons all concern a core combat loop. The game could still have the player shooting stuff, but it would have to happen in special sequences like in Walking Dead or Snatcher.)

If we just use the current Bioshock Infinite as foundation, removing the fighting is fairly easy. The most trivial solution would simply involve taking away all of the combat sections. I have not checked this down to all the details, but I am pretty sure that Bioshock Infinite has such separate combat that you could just rip 99.9% of it out and the narrative would remain essentially intact. A slightly more interactive Dear Esther would emerge. Given almost all problems above come from some extension of the combat, I am fairly certain this simple change would make a much better game as well. (I wonder if it would be possible to mod and try and make it happen.)

This is of course not something a major studio would consider doing. The most obvious reason would be that it is hard to market and sell. This might be true, but I think there is another reason that lurk beneath. Many designers are simply dead afraid of the player getting bored. When a game is missing a "fun" core loop it gets extremely hard to test. Some experiences are only possible to be engaging to a fresh mind and cannot be easily evaluated by its creator. It is not possible to get simple objective feedback data. One has to rely on gut intuition and, dare I say it, create art.

But if one embraces the idea of doing away with the "fun" core, Bioshock can be taken beyond being a Dear Esther clone and go much further. The game already contains much of this in rudimentary form, and it just a matter of making these seeds blossom. Here are some quick suggestions:

  • Adding more involvement from Elizabeth. Let the player choose what space to be explored and then let Elizabeth act out there. She can be a sort of extended interactive force. Early trailers had Elizabeth playing with masks for instance.
  • Why not take more advantage of the tears. Let the exploration of tears be a main pull throughout the game. Since we are visiting worlds that are slightly similar to the one we are in, there are all sort of thought provoking things to add here. Again early trailers already showed some of this. 
  • While we are at it, why not use tears instead of the audio logs. It would make a lot more sense.
  • Add more direct interaction with the people and explore the themes through that. For instance, the player could find food but not enough to go around, if you give it to a kid his friends might jump on him and fight over it, etc.
I do not want to sit on a high horse here and proclaim how I would have saved Bioshock Infinite or something like that. The above are just simple ideas on top of my head. I am just trying to show the avenues that open up when we let go of that core loop and focus on narrative delivery. The above is not that hard to do; probably a lot easier than it was to do the combat code and assets. It is just that it requires a new kind of thinking. As early trailers show, the idea was already there but something, probably the urge to make combat work, led away from it.


In Closing
In one way it felt weird and annoying to play Bioshock Infinite. There was a constant bombardment of things that I found obviously wrong. Despite this the game was given perfect scores all over, the many imperfections swept under the rug. But then I saw the articles that followed, discussing aspects of a game I have never seen in the mainstream before. This makes me hopeful that we are onto something here. I am unsure if any larger studios will change, but I think the game has opened eyes of many. This might also be where all those high grades are coming from; the sight of this enormous potential; the thought of what videogames could be. That is at least my sincere hope.
25 Apr 13:10

GPU Fluid Simulation using Position Based Fluids

by JeGX
Joan Blasco

Vaaaya tela

Here is a new fluid simulation on GPU based on the PBD framework (Position Based Dynamics) that improves the SPH alogrithm by enforcing the fluid incompressibility. Position Based Fluids will be...
24 Apr 23:11

Why the mantis shrimp is my new favorite animal

by Matthew Inman
Why the mantis shrimp is my new favorite animal

A comic about a glorious undersea creature.

View
24 Apr 01:19

Un matrimonio de Filadelfia fanático de la curación por oración deja morir a dos hijos sin atención médica

by IgnatiusJReilly
Joan Blasco

Binding of Isaac much?

Los Schaible habían sido condenados en 2011 por limitarse a rezar en la convalecencia del pequeño Kent, de dos años. Hace una semana hicieron lo mismo con Brandon, de ocho meses. Ambos perdieron la vida

etiquetas: matrimonio, filadelfia, fanatico, oracion, curacion, muerte, hijos

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» noticia original



20 Apr 15:43

La gente más extraña del mundo… los occidentales

by enxebere

La ilustración de arriba muestra una de las ilusiones ópticas más conocidas estudiada por la psicología: la ficción de que dos líneas rectas representadas en tres dimensiones tienen distinta longitud en función de la perspectiva. Sin embargo, para los bosquimanos del Kalahari no existe tal ilusión: ambas líneas miden exactamente lo mismo. La conclusión provisional –y necesariamente etnocéntrica- es que los bosquimanos tienen un punto de vista peculiar

etiquetas: occidentales, ilusión, óptica, bosquimanos, joe hendrich, disonancia

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» noticia original

19 Apr 10:56

How Drones Can Live off the Land for Years

by John Robb
Joan Blasco

Skyneteeeee

Smart-drone-can-autonomously-avoid-obstacles-video--371ed763da
Cyberweapons and synthetic biological weapons (GMOs) can self provision.  

They have the ability to live off the land (hosts, like human bodies and PCs) once they are unleashed.  

NOTE:  In many cases, they can also make perfect copies of themselves (copies in the trillions).  

But what about drones?  

Aren't they limited by quantity of energy in their batteries?

Yes, drones do have the capacity to self provision too.  One of the more elegent ways is for a drone to use power lines to "induct" the energy it needs.

A drone that can recharge itself from a power line has the potential to operate for years -- monitoring, relaying, etc. -- without returning to base.  

If the decision making software is good enough it could source its energy and target data for years without referencing any command system.

In fact, with wireless access to the Internet (including RSS feeds), GPS, and other easily accessible data sources... it decision making can be very dynamic.  

Here's a video showing some US DoD contractors working on making that a reality, right now:

19 Apr 08:16

Bankia cedeix la xarxa de fibra òptica de Caixa Laietana de Mataró a la Fundació Guifi.net

by juanr
La Fundació Guifi.net és una ONG estesa pel territori que fomenta la creació de xarxes de telecomunicacions en format obert i neutral, que faciliten l’accés a aquestes infraestructures a ciutadans, entitats, administracions i empreses. Bankia ha cedit a la Fundació Guifi.net la titularitat de gairebé els tres quilometres de la xarxa de fibra òptica desplegada a Mataró que utilitzava l’antiga Caixa Laietana.
16 Apr 20:08

10 prácticas de salud erróneas en España

by peredoplo

Nuestra salud está la mayoría de veces en nuestras manos. Desafortunadamente, no todas las prácticas de salud que se realizan en España se hacen de forma correcta y abundan muchos mitos y creencias erróneas que, lejos de beneficiar a la salud, pueden ser perjudiciales para ella. ¿Quiere saber cuáles son esas prácticas de salud erróneas tan comunes en España?

etiquetas: salud, errores, españa, médico

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» noticia original

14 Apr 09:48

Bitcoin: el universalismo como error de diseño

by David de Ugarte

bitcoinsakiBitcoin se ha convertido en el tema de moda de los analistas financieros. Entre otras cosas porque, aunque sean migajas dentro del gigantismo de los mercados especulativos, hay ya todo un mercado -y servicios- pensados para la especulación en la «nueva divisa». Sus drásticas subidas y bajadas, sus records semana si, semana también, dan conversación de café a activistas y economistas. Estos últimos recordando que casi doscientos años de Teoría Económica han de servir para algo y que una moneda deflacionaria tiende necesariamente a generar «trampas de liquidez» y especulación. La volatilidad de bitcoin sería algo así como «la venganza de Keynes» por crear algoritmos de divisas desde teorías del capital y el dinero fuera de lugar.

Y sí, probablemente una economía que usara bitcoins como medio de cambio tendería a generar trampas de liquidez una y otra vez. La teoría según la cual bitcoin, por diseño, nunca tendría una espiral deflacionista simplemente no es verdad. Una oferta monetaria rígida -como aquella hacia la que Bitcoin tiende por diseño- acaba produciendo una espiral deflacionista. Pero hoy el drama no es ese.

Una moneda sin mercado

En un modelo macroeconómico muy muy básico el precio de una moneda está basado en las importaciones y exportaciones de la economía que usa esa moneda. Si los indianos fueramos más y tuvieramos una economía relativamente compleja con una moneda propia (llamémosle el «indiano»), la oferta de «indianos» en el mercado crecería cuando quisieramos comprar más cosas a otras economías, la demanda de «indianos» en cambio crecería cuando las otras economías quisieran comprar más productos hechos por nosotros. La relación entre oferta y demanda de «indianos» al final reflejaría la relación entre exportaciones e importaciones y a través de ella la diferencia de productividades entre nuestra economía y las demás.

El problema es que el número de transacciones de bienes y servicios realizadas en bitcoins (el valor de la economía interna nominada en bitcoins) tiene poco que ver con el número de compras de moneda y como en realidad el único mercado al que interesa bitcoin es el de las divisas, el resultado es una demanda de acumulación: se compran bitcoins para tenerlos, no para comprar con ellos bienes producidos en una economía bitcoin y nominados por tanto en bitcoins.

Dicho aun más claro, el uso principal de bitcoins no es el intercambio sino la especulación, entre otras cosas porque hay poco o nada que comprar en la moneda. Incluso sus partidarios pueden hacer pocas, muy pocas cosas más que especular con ella. A día de hoy Bitcoin solo puede ser un «semi-activo financiero».

El mundo al revés: toda la vida estudiando cómo políticas monetarias restrictivas generaban acumulación de divisa (la trampa de liquidez) y a través de ellas crisis porque se reducían los intercambios comerciales de bienes y servicios, y ahora tenemos un caso en el que pasa lo mismo simplemente porque los poseedores de moneda no tienen en qué gastárselas -o, en muchos casos, solo toman moneda como una forma desaire a los bancos centrales, sin intención de articular transacciones económicas reales.

El verdadero problema de diseño

La cuestión es que bitcoin es una divisa, una moneda, que no refleja ni articula ninguna economía real. Pretende ser la moneda P2P de una economía P2P todavía en proyecto. Y es que construir una economía P2P, estructurar mercados verdaderos, es complejo. A día de hoy una perspectiva con mucha batalla que dar por delante.

Pero no nos lamentemos: fue pensada así. Otro atajo, sofisticado, divertido… pero como todos los atajos, non da. Desde el primer momento nos preguntábamos si correspondía a una actividad económica P2P real. Y en un principio, la fusión podía de hecho estar produciéndose. Pero a las finales, Bitcoin es el ejemplo de algo que se crea desde el universalismo, sin plantearse un quién real y concreto. Un relato desde la nada, sin sujeto, sin dimensionar la propuesta a las comunidades reales y la dimensión de sus transacciones. Se creaban los incentivos para tener miles de «mineros», se ponía la base de un movimiento de seguidores condenados a la especulación. Pero ¿por comprar divisas P2P iba a surgir una economía P2P con transacciones de miles de millones de dólares de la noche a la mañana?

La pregunta de fondo sigue en pié: ¿para quién está hecho bitcoin? ¿quién, qué comunidades, están articulando la globalidad de sus transacciones con la divisa? ¿qué demanda había de ella? ¿qué economía reflejaba?. Hasta la Bitcoin Foundation ha comenzado a reajustar salarios mes a mes porque sus trabajadores cobraran en bitcoins, pero pagan sus pisos, su comida, su transporte… en dólares!!

El problema de bitcoin es de diseño, pero, lo que crea la inestabilidad y las fluctuaciones no es el diseño de la oferta monetaria incluido en el algoritmo, sino el modelo social. El universalismo destruye lo que toca, o al menos lo hace inútil para las comunidades reales.


Dominio + blog+ email + lector de feeds por solo 7€/mes con la garantía de Ponlenombre, Enkidu y las Indias
11 Apr 08:45

Legalizan que rabinos chupen penes a bebés judíos en Nueva York como parte del rito judío.

by Ze7eN

Los rabinos norteamericanos ganaron la batalla legal y ahora podrán succionar el pene de los niños a los que realizan la circuncisión como parte del rito judío.

etiquetas: judios, rabinos, nueva york, eeuu, religión

votes

» noticia original

09 Apr 00:24

Roban cinco toneladas de Nutella en Alemania [DE]

by Meneador_Compulsivo
Joan Blasco

¡Coño, estos sí que saben! Y que morirán de una subida de azúcar también os lo digo XDD

Desagradable sorpresa la que se ha llevado esta esta mañana el conductor de un camión cargado con Nutella en Niederaula, Hesse. Unos ladrones habían roto el contenedor de su camión y robado unos 5000kg de la conocida crema de avellana. El valor del dulce botín asciende a 15.000 Euros.

etiquetas: robo, nutella, niederaula, hesse

votes

» noticia original

08 Apr 11:17

Now Available - Lords of Football

by Valve
Joan Blasco

Oh... God... why...

Lords of Football is Now Available on Steam!

Lords of Football is a whole new sports lifestyle simulator, played in God Mode.The everyday routine of football is brought to life, simulating footballers' training to improve their skills and all the drama and real-life distractions that unfold during a normal season. With easy drag-and-drop navigation and by learning each footballer's personality, you must oversee all your footballers and resources to bring the team up to international competition level. The game takes place in an immersive 3D world with a customisable team, and rewards success with club upgrades to expand this exciting, vibrant football simulation.