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29 Sep 01:18

Senator Says Politics Have Reached Civil War Levels

Sen. Tom Harkin to Congress: "We are at one of the most dangerous points in our history."
29 Sep 01:16

The Gospel According To Bill O’Reilly

Jesus was killed because of taxes. That’s more or less the message of Bill O’Reilly’s new book. So what else did he get wrong—and what he did he leave out?
27 Sep 19:56

Microsoft’s copyright bots ask Google to hide Microsoft.com links

by Jon Brodkin

The automated system Microsoft uses to send copyright infringement notices to Google has made a series of embarrassing mistakes in recent months.

Its latest error came last week in a DMCA (Digital Millennium Copyright Act) notice telling Google to remove Web search links that allegedly infringe the copyrights for Microsoft Office. (TorrentFreak reported on the mishap earlier today.) Among the 635 allegedly infringing URLs, Microsoft listed four from Microsoft.com itself: A SharePoint tutorial, a database conversion tutorial, a page describing how to use digital certificates, and a Microsoft customer support forum thread that discusses license keys.

More troublingly, the DMCA notice listed an open source project for creating and sharing SharePoint sites as infringing Microsoft copyright. Microsoft also asked Google to remove a link to the Wikipedia page on Microsoft Office 2007.

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27 Sep 19:56

Film: Newswire: Roland Emmerich wants Michael B. Jordan to save us from aliens in Independence Day sequels

by Mike Vago

Roland Emmerich surveys a bleak landscape ravaged by eye-catching special effects. A swarm of Mac-compatible alien motherships is headed towards Earth, intent on blowing up all of the landmarks that have been rebuilt since last time they all got blown up. He knows that Earth needs a hero. And he suspects that hero is Michael B. Jordan.

Jordan, currently earning raves for his starring role in Fruitvale Station, has met with Emmerich about starring in the not-at-all-awkwardly-titled ID Forever Part 1, hoping to join Jeff Goldblum and Bill Pullman as they resume the fight against White House-destroying aliens. No word on what character Jordan would play, or whether he'll be directly replacing Will Smith, who definitely won't be in the movies, except maybe he will, except probably not. (While conventional wisdom is that the erstwhile Fresh Prince is too expensive, it's possible Emmerich balked at the ...

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27 Sep 19:34

TV: Great Job, Internet!: The women of the Pawnee, Indiana Parks Department have literally spent thousands of dollars on their clothes

by Marah Eakin

The ladies of Pawnee, Indiana’s Parks and Rec department apparently do a lot of shopping online. Jezebel posted a story yesterday exposing just how expensive the clothes are that Aubrey Plaza, Rashida Jones, and Amy Poehler wear on the show, and while it’s not really surprising, it’s still a little sad. Jones’ Ann Perkins, for instance, has paid at least $4656 for her patterned blouses, and Plaza’s April Ludgate routinely spends $150 on tank tops, which is a lot for someone whose husband eats out of a Frisbee. Unsurprisingly, Poehler’s Leslie Knope spends the most on clothes, but, hey, maybe she makes good money as a city councilwoman. And living in Pawnee can’t be that expensive, right? And, hey, maybe the three women hit up their own preferred Rent-A-Swag type store that just hasn't been featured on the show yet. Or maybe TV ...

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27 Sep 19:33

New Poll Finds Americans View Death Of Close Relative More Favorably Than Congress

WASHINGTON—According to a poll released Friday by the Pew Research Center, the favorability rating of the U.S.
    






27 Sep 19:33

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27 Sep 19:30

Bullied Eighth-Grader Incorrectly Thought Classmates Would Leave Him Alone During Field Trip To 9/11 Memorial

NEW YORK—Citing the solemnity of the monument and the horrific events that led to its construction, eighth-grader Austin Holcombe just assumed his classmates wouldn’t bully him during his school’s field trip to the September 11 Memorial ...
    






27 Sep 19:28

Apple reportedly hires Nike design director Ben Shaffer to work on wearable devices

by Nathan Ingraham

At this point, it's no secret that Apple is profoundly interested in wearable devices, with many rumors pegging a new "iWatch" product to be unveiled in the near future. To that end, it looks like the company has tapped one of the best in the business for the wearable category: 9to5Mac is reporting that Apple has hired Nike's Ben Shaffer, the studio director for the company's "Innovation Kitchen." Under Shaffer, a Nike employee since 2011, the Innovation Kitchen brought forth the successful Fuelband fitness tracker as well as an unusual, lightweight running shoe called the Flynit. Under his leadership, Nike was recently named the most innovative company of 2013 by Fast Company.

9to5Mac posits that Shaffer will use his experience with the Fuelband to implement some fitness-tracking options in Apple's future wearable device, though at this point there's no official word on what Shaffer will be doing at Apple. It's also near-certain that if Apple does introduce a wearable device this year, it likely will have little or no influence from the company's new hire. However, a recent report indicated that Apple might not release such a device until 2014, which means there may be time for Shaffer to exert his influence on the company's entry into the market. If the rumor of Shaffer's hire is correct, it appears he'll join fitness consultant Jay Blahnik, another former member of Nike's Fuelband team.

27 Sep 18:47

This Is The World's First Bitcoin Brothel

Birmingham, U.K., service VIP Passion—touted as “the ultimate midlands escort agency”—may boast the typical assortment of partners-for-hire, but now they’re offering something no rival, or indeed any other brothel on earth, really can: sex for bitcoins.
27 Sep 17:43

Manyland: a virtual world where you draw stuff and it becomes real

by Cory Doctorow
firehose

Terraria for pixel artists

Philipp sez, "We are two indie developers who just opened the doors to Manyland, a limitless, shared world where you can shape things together with others in any way you want by drawing them... from the bridges you stand on, the houses you see, the plants and oceans, to the body you are walking with. We hope some of you like this and join us. (Note: There's zero "posting to your wall/connecting your friends" stuff for the logins... it's just used to save you registering another account.)"

    






27 Sep 17:41

Cool Stuff

by admin
firehose

part of the way there

27 Sep 17:38

Photo



27 Sep 17:32

Tesco: 3D Printing Will Come To Supermarkets 'Within a Few Years'

by Soulskill
TinTops writes "The IT chief of supermarket giant Tesco has said he believes there is a market for 3D printing in large supermarkets, and that it will be 'good for customers.' Mike McNamara told V3: 'I think it will help Tesco as a company, I don't think it will be a bad thing. It'll be a great thing for customers, we'll have 3D printing in our stores. As retailers you'll always adapt. So new things come along — the internet came along, we adapted to that one. We kind of have the internet version two with smartphones now, which has been a bigger impact than the wired internet, we'll adapt to that, we'll adapt to 3D printing, we'll adapt to RFID. You live, you change.' McNamara thinks 3D printers will be commonplace in stores before they start showing up in significant numbers at people's homes. This could 'give shoppers a new reason to visit shops for quick access to niche items.'"

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27 Sep 17:30

The Nonsense Paper That Cites Michael Jackson And Ron Jeremy Actually Gets Published

Apparently no one at the Romanian journal that ran it was a Thriller fan. Or realized Bernoulli hasn't published a paper since his death in 1782.
27 Sep 17:29

Is it real or is it Memorex?

by Brandon Bird
firehose

Brandon Bird beat




All the work from last weekend’s show is now online and available for purchase! The ones shown above are actually high-quality reproductions on stretched canvas, which you can buy through Gauntlet’s website in a number of different sizes (the largest are limited and come with signed certificates of authenticity). There are also a number of original ink and pencil drawings for sale, both framed and unframed, such as these bad boys:





27 Sep 17:25

The creators of the Candy Crush Saga just filed for a secret IPO thought to be valued at more than $5 billion

by Roberto A. Ferdman
firehose

grose

Candy Crush
The matching game that’s apparently worth billions.

It appears the creators of Candy Crush Saga are ready to cash in on the success of the simple three-of-a-kind matching game.

King, the British company behind the Candy Crush Saga as well as a slew of other social games, has submitted paperwork for an initial public offering to the US Securities and Exchange Commission (SEC), according to the Telegraph. The UK-based technology company is expected to trade on the US’s Nasdaq exchange, and garner a value of more than $5 billion.

Besides being “the biggest IPO by a UK technology company for years,” in the Telegraph’s words, what makes King’s IPO notable is that like Twitter, which filed its paperwork to the SEC two weeks ago, King has kept its filing confidential. The Jumpstart Our Business Startups (JOBS) Act allows “emerging growth companies” with less than $1 billion in annual revenue to keep their IPO filings under wraps for a period. For that reason, financial details about King’s filing are hard to come by.

The game developer, however, has enjoyed almost meteoric success. Its games are now played billions of times a month; its Candy Crush Saga game alone logs over 10 million active users a day on Facebook. While users can play the games like Candy Crush for free, upgrades and other accessories can be had for a price. King’s annual revenues are believed to be in the hundreds of millions.  

Many will watch King’s IPO with Zynga, the last big mobile game creator to launch an IPO, on their mind. Zynga, valued at just under $3 billion, nose-dived shortly after going public, thanks in large part to a falling out with Facebook. King, which has almost twice as many users, is believed by many to be Zynga’s heir apparent. A successful IPO will mean convincing investors that King is not fated to follow the same course as Zynga.

The Wall Street Journal reported back in July that King had spoken with several banks, including JP Morgan, Credit Suisse and Bank of America about leading the potential IPO. Separately, the firm also offered hints of its intentions when it hired Hope Cochran as its chief financial officer, who previously led tech firm Clearwire during its IPO.

King has risen to fame on the heels of the success of the Candy Crush Saga, but the company is hardly a toddler in the tech world. King was founded in 2003, and already had roughly 10 million users before it launched Candy Crush.


27 Sep 17:24

You Owe Me a Sandwich

by Anonymous
firehose

fuck yeah

should just stand in front of Lardo with a sign saying "TELL ME TO EAT A SANDWICH. I FUCKING DARE YOU, MOTHERFUCKER"

I get it, I'm skinny. I'm trying to be less so, but it's actually a lot harder for me to do than you might think. I'm not going to attempt to numerate the hardships faced by skinny people or anything. The main hardship is chairs, as they are hard, and my ass is boney. That's not much to complain about.

There is, however, a certain type of jackass who feels the need to subject strangers to unoriginal attempts at body shaming, so I will say this:

If you, a stranger, are compelled to tell me that I "need to eat a sandwich", then you had better have a fucking sandwich for me. I'll be happy to oblige you by eating it right then and there. You can watch. Just don't pull this shit if you aren't prepared to provide the aforementioned sandwich.

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27 Sep 17:23

Microsoft Shows Off Its Vision For Gesture-Controlled PCs

by Soulskill
firehose

everything is always watching beat

An anonymous reader writes "Microsoft has demoed a prototype gesture-controlled PC using an augmented version of its Kinect motion sensing system. The rig detects 16 gestures and can be used to navigate Windows 8. Microsoft said it wants gestures to complement what is possible using mouse and keyboard, rather than replacing them, and the system favors simple gestures made just above the keyboard, rather than more elaborate Minority Report-style gestures. '[A] window is maximized by clenching a fist to "grab" it and then opening the hand while moving towards the top of the keyboard. Performing the same series of gestures in reverse minimize the window. Repeating the gesture while moving the hand to the left or right edge of the keyboard docks the window with the left or right edge of the screen. The same series of gestures while moving the hand to the top left and right corners of the keyboard will throw the window to the left or right of screen, but not dock it with the edge. Bringing hands together in the middle of the keyboard and then moving them to the keyboard's left and right edge with palms down and fingers splayed will show the desktop. Repeating the gesture restores the original view.'"

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27 Sep 17:21

Apogee: The one-man online game publisher of 1987

by Chris Plante

By Chris Plante
on September 27, 2013 at 12:00p

One man revolutionized the way we buy games online — before many of us were born.

In the late 1980s, a Texan twenty-something named Scott Miller created a business model that would change the way people bought and sold products across the world. Miller called his masterpiece the Apogee model. Everyone else called it shareware. It made digital sales on the internet stupendously profitable and Miller a millionaire. The model and the man would revolutionize how we use the internet — before most of the world knew what the internet was.

Full-time nerds

Full-time nerds

Young Scott Miller was sort of a loaf.

In high school in the early 1980s, the nerdy teenager would escape the Texas sun by programming lengthy text adventures in the campus computer lab. Here he met fellow budding designer George Broussard, a teenage boy with a penchant for wearing shorts. The two boys bonded over a mutual admiration for the facility's Apple II.

After graduation, Miller and Broussard took jobs at a local arcade called The Twilight Zone. Low-impact, the gig afforded Miller the time to attend college and the freedom to master the latest video games. Miller and Broussard competed daily to dominate the leaderboards on the smorgasbord of arcade cabinets.

Miller dropped out of the University of Dallas following his sophomore year and allowed video games to overgrow his life like weeds in a garden. On weekdays, he practiced at the arcade. On weekends, he competed at local game tournaments, earning a modest supplemental income and establishing a reputation amongst a small but tight-knit community of enthusiasts. In between, he'd code.

After Miller graduated high school, his parents moved back to Australia, where his father worked. Miller, who stayed in Texas, was living the fantasy of a young nerd from the comfort of his empty childhood home.

The original games press

The original games press

Scott Miller wanted a bigger payday. He wanted a real purpose, so he decided to parlay his skills as an arcade operator and player into something tangible and mature: a book.

With Broussard's help, Miller penned a manual on how to beat video games — only to have the book published in a market supersaturated with similar game guides. The book's publication, however, netted Miller a weekly column at the Dallas Morning News. For four years, the young hobbyist penned reviews for the widely circulated paper, taking side work with a handful of niche game magazines. He received a modest fee, just enough to make a living.

At night, Miller continued programming.

After a few years, the professional critic had an epiphany of ego: He could create better games than those that came across his desk for review. And so began Scott Miller's career as a game developer and self-publisher.

"I remember Scott operating out of his parents' house," says longtime colleague Terry Nagy. "He was really proud of getting this 16.5k modem," which connected him to game designers across the world.

Free ride

Free ride

Miller initially hoped to release his games the traditional way: sign a contract with a publisher that could print, distribute and market games to be sold at brick-and-mortar retail outlets.

Most publishers ignored Miller's pitches; those that fielded them ultimately declined to contract the amateur designer. After all, he was a kid without a college degree or industry experience, known for being a critic, not a coder. Even in the 1980s, in the early days of game design, there was a line between those who made games and those who wrote about them.

Worse, Miller made ASCII based games — games that use letters, numbers and symbols for graphics — that didn't interest investors hungry for the next big thing. Publishers wanted a larger, more experienced team of designers working on something enticing, something that would grab the attention of the people fanning through the stacks of PC game magazines.

Miller considered self-publishing hard copies of his games, but knew the printing cost would be impractical, and he lacked even low-level contacts at distribution centers and retail chains.

Apogeeone


"The universal wisdom was releasing games online won't make you money."

Another option existed, though Miller's colleagues urged him not to consider it. The developer could allow anyone to freely download his games off of bulletin board systems (a.k.a. BBS, a sort of proto-internet) and make voluntary donations.

At the time, this method was the understood definition of shareware software. Anyone could copy and distribute a shareware game at no cost.

For Miller, the shareware model would have to do.

Miller released two text adventures, Beyond the Titanic and Supernova. The games were well-received by the BBS community, but donations proved financially unreliable. (According to Miller, the games made less than $10,000 combined.)

At a financial tipping point, Miller left the paper and took a steady $30,000 a year full-time job as tech support at a computer consulting company.

On nights and weekends, he continued coding and cultivating contacts. Through BBS, Miller met a community of like-minded designers hoping to go pro. No one, he learned, made substantial money off the shareware donation model.

"The universal wisdom," says Miller, "was releasing games online won't make you money."

The model

The model

Miller's next game was a technical leap from his early text-adventures: Kingdom of Kroz, a 60-level ASCII-based adventure. A proud Miller couldn't bring himself to freely distribute Kroz as shareware. He chose to try a different strategy: his own.

Miller broke Kroz into three collections of levels, called episodes. He allowed the first episode to be downloaded for free through BBS. When a player finished that chunk, a screen appeared with Miller's mailing address. If the player wanted to finish the Kroz adventure, they'd need to send its creator a check.

The two remaining episodes, Caverns of Kroz and Dungeons of Kroz, could be purchased individually or together (with a slight discount). Buying the episodes also registered the product, allowing the player to contact customer support and also awarding them access to a variety of special cheat codes.

Miller began receiving on average $1,000 a week in checks.

Overnight, the amateur designer became a professional publisher. Every publishing company needs a name. Miller now calls the idea "marketing magic," but at the time he dubbed it "the Apogee model."

------------------

Apogee:

1. The point in the orbit of an object (as a satellite) orbiting the earth that is at the greatest distance from the center of the earth; also : the point farthest from a planet or a satellite (as the moon) reached by an object orbiting it

2. The farthest or highest point : culmination

The Apogee Model:

1. A distribution model in which the first part of a game is made freely available to entice players to purchase the rest. (Used today on everything from the App Store to Ouya.)

------------------

Mail was the worst way to field orders, but the newly minted entrepreneur couldn't handle telephone sales at the time, because he didn't have a company phone number.

In June 1990, Miller released another Kroz trilogy, and began earning roughly $2,000 a week. With checks stacking up on his living room table, Miller dropped his low-paying job at the computer consulting company and went full-time making games.

"I'm not even sure at the time [that I had] an 'aha' moment [for the Apogee model]," says Miller. "I just knew releasing games online wasn't working ... It just seemed reasonable to release an advertisement. I didn't have high expectations when I did it."

The next episode

The next episode

If you listen to Miller, Broussard was always following his lead. As he puts it, Broussard didn't get truly serious with game development until he saw how much money Miller was making. And thus, Broussard founded his own company, Micro F/X.

The company's tagline: "Micro F/X Software, the leading edge of shareware games!"

Full-time wasn't enough time for Miller to be both a game developer and publisher. A year in, Miller asked Broussard to join Apogee Software Ltd. as a partner and co-owner, incorporating his confidant and Micro F/X.

Miller, who was was having his first house built, moved back in with his parents, who'd returned from Australia. One can imagine the early Apogee: Two grown men with, let's call them oversized personalities, discussing the future of their company, the medium, the world. When neither was around, Miller's mom handled the phone for customer support.

In 1991, Miller and Broussard rented an office space at 3960 Broadway Blvd. in Garland, TX. The first rental area was diminutive, but enough room for the two designers and a handful of employees to fulfill orders — at least at first.

Apogee expanded, rapidly. Soon the company had an automated number, 1-800-Apogee1, and 10 employees to handle support lines and ship software.

During the early years, the office operated like a factory, with most of the company's game development happening elsewhere across the country, funneling into Garland via the modems and BBS that had fostered Miller's initial success.

As the office grew, Miller realized that, though he could make a good living off game development, he could make an exceptional living off game publishing. Sure, he didn't have the traditional setup — packaging, shipping, retail — but he had the internet, the proven Apogee model and the improvisational spunk of a door-to-door salesman.

To find talent, the ambitious publisher made do with what he had: a stack of used game magazines. In the editorial and review pages, Miller found, poached and contracted up-and-coming talent like Todd Replogle to make games for the Apogee label. Replogle would later create the million dollar franchise Duke Nukem for Apogee.

But Miller also had one unresponsive white whale in the form of a young coder named John Romero.

A Keen idea

A Keen idea

Romero was an employee of Softdisk, a monthly magazine that could be bought in stores and came packaged with a floppy disc full of software, some of which was designed by its staff of in-house coders. John Romero was one of them.

After months of writing Romero fan mail, under a variety of aliases, Miller finally received a response, and the two began speculating about what a partnership between the designer and Apogee might look like.

"I wish I had these letters," Miller says. "They'd be worth gold now."

Miller wished to contract John Romero and a number of his co-workers at Softdisk, including John Carmack, Adrian Carmack (no relation) and Tom Hall to independently develop games, which would be published via the internet through Apogee. Miller, who didn't have to worry about printing or distribution, offered a comparably huge percentage of the game's profits to Romero and the theoretical company.

The group, led by Carmack, had created a PC port of Super Mario Bros. 3, hitherto believed to be an impossible technical feat. Romero showed Miller the demonstration and the small-time publisher was stunned. He'd found the golden ticket, albeit a golden ticket protected by copyright law and a million dollar team of lawyers.

Apogee couldn't publish Mario 3, so Miller contracted the team to make something else, something similar. They called the project Commander Keen.

Wolfenstein3d
"I wish I had these letters. They'd be worth gold now."

"I gave them money to fund it," says Miller. "What they'd do is they'd work on it after hours, because they were working at Softdisk. It took them like five or six months to make. We released it. It did outstanding. They almost immediately quit their jobs."

Before Keen's release in December 1990, Apogee made roughly $7,000 monthly; after release, it made nearly $30,000 monthly. In February 1991, the development team began its departure from Softdisk, and formed the independent studio called id Software. Softdisk threatened litigation, claiming the id team had breached its contract, and so the group of men was required to produce a handful of additional games for Softdisk as contractors.

Miller was impressed by two of id's contractually mandated Softdisk games, Hovertank 3D and Catacombs 3D. Both honed the concept of a first-person shooter genre. Miller asked the id team to follow up its next Commander Keen game with a new first-person shooter. The result: Wolfenstein 3D.

"When you release a game," says Miller, "you don't know how it'll be received." Wolfenstein was the first widely published 3D shooter — Catacomb 3D had been limited to the distribution of Softdisk's magazine. The controls were difficult to learn. Some play testers were nauseated by the three-dimensional movement. What if people hated it?

Following the release of its first free episode, Wolfenstein made Apogee nearly $200k a month for a year and a half. Wolfenstein immediately legitimized the Apogee model.

In hindsight, Miller describes Wolfenstein as the perfect game for the Apogee model: something that felt like nothing else. It needed to be experienced to be understood, and once it was understood, its players would want more.

Apogee needed to provide more, but it would have to do so without id.

What's in a name

What's in a name

Following Wolfenstein, Miller traveled to San Francisco for the annual Game Developers Conference to recruit new developers and promote the Apogee brand.

Miller recalls EA executive Richard Hilleman — who helped create the Madden franchise — unexpectedly explaining Wolfenstein's success during a GDC lecture to a room of developers and publishers.

Sccooot

"The shareware model is the most honest model because of the try before you buy nature — you can't rely on marketing to sell a crappy game."

A group of young guys, Hilleman explained, had thrown a teaser demo online, and made millions of dollars. EA needed to pay attention. This model could take over the world.

Unfortunately for Miller, Apogee didn't — and couldn't — own the distribution model itself. The company merely owned the name, and even the name was losing mindshare: people didn't say Apogee model; they said shareware, the definition of which had changed to resemble Apogee's strategy.

Miller retained no ownership of his greatest creation because it was merely a strategy — the way a football team can't own a 4-3 defense.

Whether he knew it or not, Miller was at a crossroads: evolve the notion of digital distribution into something controllable, monetizable and patentable; or, press forward as a publisher, competing against other publishers and developers who could use same the distribution model.

Miller did the latter. For him it was never about the model. "It was always about the games," he says.

"The shareware model is the most honest model because of the try before you buy nature — you can't rely on marketing to sell a crappy game ... None of this could work if you make a bad game."

The unsustainability of the model as it existed became obvious quickly. Any developer or publisher could freely replicate it. And they did.

Friendly rivalry

Withlin3Withlin4

Friendly rivalry

Miller's earliest rival lived in the same city.

Longtime friend George Broussard became an independent designer shortly after Miller, and the two immediately nurtured a friendly competitive spirit. Their original games were more like experiments, but in time both Miller and Broussard were coding full length text adventures — two grown men constantly trying to outdo the other.

Miller claims Broussard set a tone of secrecy, going so far to keep his code locked in a ratty briefcase.

Both Miller and Nagy recall days they'd spend trying to open the briefcase. In the late 1980s, the young men had a regular invitation to watch movies at Broussard's place, whether he was there or not.

Broussard often left his briefcase by his living room couch. And so time and again, while watching movies, Miller or Nagy would dangle one hand over the arm of the furniture, and quietly flip through the case's security dial.

One day, the briefcase opened.

Miller — a super spy in a t-shirt and acid washed jeans — snuck the unlocked trove of top secret code out of Broussard's place. (Broussard, Miller recalls, was somewhere else.)

Broussard's game, written in Turbo Pascal code, had been printed onto sheets of paper that Miller manually input into his computer. Miller claims he needed to fix bugs just to get Broussard's software to run, that it was unadvanced compared to his work at the time — a text-adventure called Supernova that Miller planned to distribute over the internet.

(Broussard didn't respond to interview requests.)

3D Realms

3D Realms

The developers at id Software chose to self-publish their next game, cribbing the method they'd learned from Miller and company. That game was DOOM, arguably one of the most culturally significant video games ever made.

"As far as I know, they were doing exactly what they'd learned from us. DOOM was marketed the exact way we'd been marketing things ... On their part, it was the right thing to do at the time, because they'd grown so much from Wolfenstein. At that point they knew exactly how to do it on their own and they had the financing to do it on their own. At that point, there really was no reason to work with anyone else."

Meanwhile, for the retail distribution of Wolfenstein, Apogee partnered with traditional publisher FormGen. With boxed games on store shelves, Apogee reached thousands, if not millions, of customers they weren't reaching on the internet.

Apogee had developed a 2D side-scroller named Duke Nukem, and found success — about $20,000 - $25,000 a month.

It was a profitable business decision, albeit one that further distinguished the company as something closer to a traditional publisher.

Apogee became less and less picky about the quality of the games it published online. The aggressive release strategy produced some hits (Death Rally) and many misses (Hocus Pocus, Wacky Wheels).

Because of the ease of digital distribution, those developers that achieved success had little reason to remain under the Apogee umbrella, leaving the publisher in a constant search for the next great developer.

The company, which had established itself through innovation, became more reactionary. Miller and Broussard decided to increase their investment in internal development, and shift the company's focus to 3D games, reacting to the success of id's Wolfenstein and their own Rise of the Triad.

Apogee had developed a 2D side-scroller named Duke Nukem, and found success — about $20,000 - $25,000 a month. So, it began development of a 3D follow-up, Duke Nukem 3D, under the 3D Realms banner.

In time the company ceased public use of its official name, Apogee, to escape its negative association with mid-tier software. It worked, for awhile. The 3D Realms brand would mark a second wave of success, beginning with Duke Nukem 3D's release in January 1996. Duke Nukem 3D sold 3.5 million copies and made Miller and Broussard stupendously wealthy.

In April 1997, Broussard announced the development of a sequel, Duke Nukem Forever, and set a release date for Christmas 1998. The game would take fourteen years to develop.

The team bet big on games over distribution. Despite the tremendous success of a few games in the late 1990s and early 2000s, like the multi-million dollar hit Max Payne, 3D Realms, née Apogee, went bust.

Back to basics

Back to basics

In 2009, Apogee filed for bankruptcy and began a multi-year process of selling and renting the rights to its catalogue of games. That same year, Apogee/3D Realms sold the rights and development responsibilities of Duke Nukem to Gearbox Software, which ultimately completed and released Duke Nukem Forever in 2011.

Teenage friend Terry Nagy, the longtime colleague of Broussard and Miller, had purchased the rights to the Apogee name in 2008, shortly before the company filed for bankruptcy, along with the rights to Rise of the Triad and a handful of other games. The Apogee that exists today is Apogee Software, LLC, not to be confused with the original company, Apogee Software, Ltd.

Nagy-now

"I don't give a damn about the box."

The irony that Apogee sold off its name right when digital distribution was taking off isn't lost on Nagy. Nagy says fiberoptics started sprouting across the United States months after he'd acquired the Apogee name.

Miller, Nagy says, is involved with the company, but not in a decision making capacity. Miller has equity ownership, as does Broussard.

Today, Nagy has made a living by re-releasing the Duke Nukem games on handheld devices and through digital distribution storefronts like Steam. "With digital distribution games coming back gangbusters, download speeds and all that stuff ... people can download really huge games with little effort," he says. This summer, Nagy's Apogee published a revamped Rise of the Triad on Steam and other digital stores.

"I don't give a damn about the box," says Nagy.

Miller says Apogee is "definitely more intimate now," and that he likes being closer to where the rubber meets the road, that he loves helping new studios get off the ground.

"I kind of like the way things are now," says Miller. 3D Realms operates from his home with other employees operating remotely.

Miller does miss the lively environment of the old office, working side by side with friends. "People were always so passionate about what they wanted to do. But nowadays that's a tough model to maintain."

3D Realms is much lower risk. No giant staff. No office expenses. It's focused on licensing and outsourcing several games at a time.

"We have some original things cooking right now," says Miller from his quiet home deep in the heart of Texas. Babykayak

Images: 3D Realms, Hardcore Gaming 101, Terry Nagy
Editing: Russ Pitts, Matt Leone
Design / Layout: Warren Schultheis, Matthew Sullivan

27 Sep 17:21

An Alien-Focused XCOM? Firaxis Talks Possibilities

by Nathan Grayson
firehose

I don't know how many times I have to say it, but playing as the bad guys worked for TIE Fighter

By Nathan Grayson on September 27th, 2013 at 5:00 pm.

I recently had the chance to chat with XCOM: The Enemy Within senior game designer Anand Gupta, and I was immediately faced with a crushing dilemma. Adam had done his job too well in a previous interview and discussed everything (XCOM-related) ON EARTH. I was stumped. I was about to hand in both my hands and my ability to ask questions to the Intergalactic Journalism Police when it hit me: if Earth’s no longer an option, then the only way out is up. Space! So Gupta and I chatted about aliens and the possibility of an XCOM campaign starring said nefarious extraterrestrials, and it was absolutely wonderful. [Warning - some XCOM: Enemy Unknown spoilers ahead.]

It’s really, really hard to portray aliens realistically.

The idea of an alien campaign is really good, but it would have to be pretty different from the systems we have in XCOM: Enemy Unknown and Within.

This, in part, stems from the fact that humans have never made contact with aliens, so we’re maybe a teensy bit lacking in the reference materials department. Also, we’re terrible at understanding (let alone conceiving of) things that aren’t just like us, so we tend not to try. The result? So-called “aliens” that walk like us, talk like us, and never stop doing calibrations like us while we silently, painfully pine for their bizarrely species-compatible affections. Don’t get me wrong: humanoid aliens have their place, but they hardly constitute boldly going where no man has gone before.

However, ever since the original X-Com and all the way up through Enemy Unknown/Within, the XCOM series has pitted humanity against lifeforms we can’t hope to understand. They greet us not with a scaly handshake or a polite, five-tongued “How d’ya do,” but with the one language we both know quite intimately: violence. The effect is spine-tingling and drenched in dread. How do you take your extraterrestrial intrigue? With one lump of white-hot horror or two?

That, in part, is what makes XCOM/X-Com so very special. But what if the dynamics were switched? What if we played as the aliens and carried out some mysterious plot(s) against a frightened yet fearsome human populace? Could it even be done? Firaxis’ Anand Gupta can’t help but ponder the idea, but he thinks it’d take some serious work.

“That idea I think is very interesting from an abstract point of view, but when you think about the blanks that’d have to be filled in, [it gets a lot more complicated],” he begins, contemplative.

“Like, who’s the alien equivalent of central command? I actually think StarCraft fell victim to this a little with Heart of the Swarm. You have this English-speaking British-accented tentacle woman who talks to you about stuff. So I’m Kerrigan, I’m the Queen of Blades, which is really neat, and she definitely has a very alien feel to her – and yet, she’s surrounded by all these English-speaking aliens. Admittedly, they had very cool voices. Blizzard tried very hard there. But still, the Zerg didn’t seem all that implacable anymore. They don’t seem like this giant inexorable force so much as a commander and a ship and a computer. They’re a lot like us. They just have a bunch of pets.”

“Do we completely obey this rule? No. In the final mission, the aliens talk to you and kind of reveal what they’re here for and so forth. So even we don’t fully adhere to keeping the aliens alien, but we try to do it as much as possible in the game.”

The question, then, is whether or not there is a right way to do this at all. Can aliens still be alien if you get to take a prolonged stroll in their skin or decide their every move as part of some nigh-omniscient hivemind? That’s the big challenge, but Gupta believes it is, in fact, solvable. In his eyes, there’s already even a blueprint of sorts.

“I think one of the most ingenious ways of doing that was from the original Alien vs Predator 2 game,” he continues. “When you’re playing as the alien, all of the information that you get about what you’re supposed to do and how to play the game is from Weyland-Yutani records that sort of abstractly describe the behavior of aliens in a scientific manner. There’s a part where you’re a juvenile alien and you have to grow, and there’s a regulation that says, ‘No pets allowed.’ And you realize you should find whatever pet was let in there so you can eat it and grow. All the background information was communicated through the eyes of the other species, and in that way playing the alien also felt alien. It didn’t reduce them at all.”

But AvP 2 was a first-person shooter, and XCOM is very, very not that (even when it tries to be). Gupta’s well aware of that fact – probably more than most – and he’s frank about the situation even as his gears churn for a solution: “What Aliens vs Predator 2 managed is very hard to do, and it’s highly aesthetic-dependent. So I don’t think we have as good of a path for that.”

It’s about catering the perspective switch (and subsequent, on some level, empathy) to the series, genre, and medium – case-by-case, in other words. On that front, Gupta acknowledges that he’s hardly the first to ponder the problem of alien portrayal.”That issue goes back to Star Trek,” he says. “It’s like, ‘How do we have really alien aliens? Uhhhhh.’”

He stresses, however, that this is a vein ripe for mining. And he concludes with a chilling (though often lampooned) thought: humans are pretty damn scary too. Viewing ourselves through another lens, then, could make for some really interesting dynamics, even on a basic level.

“There’s a great quote somewhere about why there aren’t more things where humans are the most dangerous aliens of all,” he offers. “It’s like, ‘Humans can lose a limb and not die!’ All these things we take for granted, but aliens might not.”

“So I think the idea of an alien campaign is a really good one, but it would have to be pretty different from the systems we have in XCOM: Enemy Unknown and Within. Like, it would definitely be a whole new game with a very different approach.”

27 Sep 17:19

The Adorable Care Act

by Eli Sanders
firehose

21st-century propaganda: made by third parties; branding-school polish; even further devoid of content

Are irresistibly cute animals about to melt the Affordable Care Act into the hearts of online Americans?

The White House has announced that it's not behind this. Which is a great way to get more people to look at this, and this, and oh man a kitten!

[ Subscribe to the comments on this story ]

27 Sep 17:17

China says it will lift ban on video game consoles

by Amar Toor
firehose

ohhhhh shiiiiiiiiiiiiiiiiit

The Chinese government announced today that it will lift a longtime ban on sales of video game consoles, opening up the market to foreign companies in Shanghai's new free trade zone. China's State Council announced the decision in a statement issued Friday, saying foreign companies will be able to sell consoles across all the entire country as long as they have established production and sales operations in the free trade zone. Each console will also have to be approved by China's Ministry of Culture before going on the market.

China banned consoles in 2000 over fears that video games may have a detrimental effect on the mental and physical development of children. Reports earlier this year suggested that Beijing was considering relaxing its policy, though officials later disputed such claims. Consoles have been available on the black market in China, though most gamers use PCs or mobile devices.


No timeline for sales to begin

Today's announcement follows earlier reports that China may be relaxing its longstanding bans on Facebook and Twitter within the forthcoming free zone. The People's Daily, a state-run newspaper, later refuted the reports, saying current "internet management measures" will remain in place in Shanghai.

It is not clear when sales of video game consoles will begin, as policymakers continue to draft new rules for the free trade zone. The government released a list of key principles governing the zone on Friday, though changes will be implemented over the course of the next three years. The new zone, located in the eastern suburbs of Shanghai, is seen as a promising sign that China may be loosening restrictions for foreign investors. It also comes at a crucial time for China, which has seen its economy slow in some key sectors after decades of rapid growth.

27 Sep 17:17

Valve reveals Steam PC game controller

by Danny Cowan
firehose

:|
glwt

'Valve's peripheral uses two trackpads ... Valve's controller uses haptic feedback, "allowing precise control over frequency, amplitude, and direction of movement." '

'The controller additionally features a touch-enabled surface with a high-resolution screen. The screen can also be clicked as a button. When a player taps the touch screen, its display overlays on top of the game itself, eliminating the need to look down at the controller during gameplay. According to Valve, "The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons." '

Left pad emulates keyboard, right pad emulates mouselook. I don't see this working well with games designed for four buttons on the right face of the controller (separating XYBA across _both_ thumbs? fuck no)

Valve has revealed a new controller optimized for Steam and Steam Machines devices, concluding this week's string of announcements aimed at bridging the gap between PC gaming and the living room. The peripheral will support the full catalog of Steam games released to date, and will include legacy support for older titles that lack controller support.

Contrasting "traditional gamepads," Valve's peripheral uses two trackpads, rather than the dual-analog setup common to consoles. Balancing the lack of physical sticks, Valve's controller uses haptic feedback, "allowing precise control over frequency, amplitude, and direction of movement."

The controller additionally features a touch-enabled surface with a high-resolution screen. The screen can also be clicked as a button. When a player taps the touch screen, its display overlays on top of the game itself, eliminating the need to look down at the controller during gameplay. According to Valve, "The screen allows an infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons."

Continue reading Valve reveals Steam PC game controller

JoystiqValve reveals Steam PC game controller originally appeared on Joystiq on Fri, 27 Sep 2013 13:00:00 EST. Please see our terms for use of feeds.

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27 Sep 17:11

Wonder Woman by Cliff Chiang via ComicsAlliance



Wonder Woman by Cliff Chiang via ComicsAlliance

27 Sep 17:08

'Constantine' TV series is being developed by NBC

by Dante D'Orazio
firehose

love how they're' tacking "the first three seasons of Dexter" onto Cerone as though he's to credit for it, or that it makes up for the Mentalist

Comic book properties have dominated the box office, and now they're making a big splash back on television, where many of Marvel and DC's characters made their live action debuts long ago. A John Constantine TV show is in development at NBC, reports Deadline. The gruff magician and detective of the supernatural is largely known to the masses from the eponymous 2005 feature film headlined by Keanu Reaves, but Constantine was originally created by Alan Moore in 1985, and he was the main character of Vertigo's Hellblazer comic, which ran for over 20 years before it was replaced by DC Comics' Constantine earlier this year.

NBC has purchased the rights for an adaptation of Constantine for television, and so far the network has committed to a script (with a penalty if it decides to cease development of the show), according to The Hollywood Reporter. David Goyer — who wrote for Batman Begins, The Dark Knight, The Dark Knight Rises, and Man of Steel  — and Daniel Cerone, the executive producer of The Mentalist and the first three seasons of Dexter, will work on the project with Warner Bros. Television and DC Comics.

The news comes just days after Fox committed to a TV series named Gotham, focused on Batman's friend Commissioner Gordon. In addition the CW is getting a comic book series of its own in Flash, and ABC's Agents of S.H.I.E.L.D. premiered earlier this week.

27 Sep 17:03

We're finally getting a Constantine TV show!

by Meredith Woerner
firehose

"David S. Goyer and Daniel Cerone (from the Mentalist) are producing and penning the series"

THE GODDAMNED FUCKING MENTALIST ALL OVER EVERYTHING

We're finally getting a Constantine TV show!

Hollywood is finally answering your "please turn this into a TV show" prayers: Constantine the comic series is becoming a TV series. ABOUT DAMN TIME.

Read more...


    






27 Sep 17:01

The 15 Perfectly Timed Photos

by Boogie nuggets
firehose

via Tadeu

964 650x424 The 15 Perfectly Timed Photos

FY really appreciate all those photographs for their creativity and inspirational photography.Take a look at these 15 examples of perfectly timed photos and tell us in the comments which one is your favorite.

1060 650x338 The 15 Perfectly Timed Photos

2010 650x417 The 15 Perfectly Timed Photos

MORE PHOTOS HERE: —> [LINK]

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27 Sep 16:54

The NSA reveals how many analysts abused its database to spy on their lovers

by Adi Robertson

Reports in August gave the world a new word in the intelligence lexicon: LOVEINT, the act of illicitly looking up a significant other with the NSA's surveillance tech. The offenses weren't supposed to be common, but a steady trickle of them were said to have been revealed over the years. And now, a letter sent to Senator Chuck Grassley (R-IA) reveals details not only of people who violated the rules for LOVEINT, but of everyone that the NSA Office of the Inspector General has found to have willfully abused the NSA's capabilities since 2003.

The full list includes a dozen incidents, and the NSA says it has two open investigations and one case that could be investigated in the future — roughly consistent with the numbers we've been given before. But most of the violations were a far cry from "overzealous" attempts to prevent another 9/11. While some cases are nonspecific, at least eight of the twelve involved spying on wives, girlfriends, husbands, or boyfriends. In one case, a subject "queried six email addresses belonging to a former girlfriend, a US person" on the first day he got access to the system. In another, a woman tracked a number in her husband's phone contacts and listened to his conversations because she suspected him of cheating.

At least eight cases involved wives, girlfriends, husbands, or boyfriends

In some incidents, it's not clear how the NSA was notified of the abuse; in others, it was discovered in a polygraph or reported by the offender. Penalties, likewise, varied. The man who looked for his ex-girlfriend's address claimed that he was only using her name for practice; he was demoted, given half-pay for two months, and not recommended for a security clearance. The woman who tracked her husband resigned, as did several of the other people who intentionally violated procedure. One person, who had apparently looked up telephone numbers in a country "to aid in learning that country's language," was locked out of the database and any other classified resources. And the Department of Justice declined to prosecute one man, who had used the system to look up his girlfriend's phone number. The man retired a year later.

The NSA has consistently said that its analysts are ethical and reliable, and twelve names in ten years is objectively a small number, if not an ideal one. Unfortunately, it's hard to tell how effectively the agency is able to detect intentional abuse of its system, and it sidesteps another issue: the much larger number of violations that seem to have been made unintentionally. We've heard over and over that the NSA found it difficult to manage its system, and it apparently gave the FISA Court bad information multiple times, a point of contention between the two bodies. While this transparency is reassuring, knowing who abused the system is just one part of the solution.

27 Sep 16:53

Fun Facts About The Stripper Tweeting Cory Booker

firehose

' “The mayor talks with people from all walks of life on Twitter,” said Booker spokesman Kevin Griffis, in a statement emailed to the Times. “The most shocking part of the story was learning that there is a vegan strip club in Portland.”

The mayor’s flack does not know his Portland very well. There are actually soon to be two vegan strip clubs in Portland. There’s Casa Diablo, the one I went to for journalism research, and then there’s “Johnny Diablo’s Black Cauldron,” which will soon open in a new location in southeast Portland.
...
It’s a vegan strip club because they serve vegan food there. In Oregon, you have to serve food if you serve alcohol. And in Oregon, they serve alcohol at strip clubs. Alcohol and food. Vegan food. Also they don’t allow the dancers to wear anything leather. When I interviewed the owner, Johnny “Diablo” Zukle last year, he insisted the vegan thing isn’t a gimmick to lure weird Portlanders and to prove it, he started “grilling” me (like you would a fat juicy bratwurst) about whether I ate meat. When I admitted I did, he lectured me for five minutes about how the animals suffer. Casa Diablo’s official slogan is “Vixens on veal, sizzle not steak, we put the meat on the pole, not on the plate.”

The food is very good. For vegan food. It’s way better than the bland blah meh vegan burrito Chipotle unveiled in July. It’s not quite as good as meat, but a very close second.'

Let’s get a few things straight about Lynsie Lee, this vegan stripper in Portland, Oregon who has become something of a Twitter pen pal with Newark mayor and surefire future presidential candidate Cory Booker: