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31 Jul 20:18

Oakland accepts federal funds for controversial, vast surveillance setup

by Cyrus Farivar
This sign was seen outside the Oakland City Council meeting on Tuesday evening.
Cyrus Farivar

OAKLAND, CA—At a regularly scheduled city council meeting last night, the Oakland City Council unanimously accepted a $2 million federal grant that would create a round-the-clock "Domain Awareness Center" (DAC) in the West Coast port city. In doing so, Oakland thrust itself into the forefront of the national debate about surveillance and its limits—and two dozen vociferous protestors shouted "shame, shame, shame!" as the council voted after midnight to accept the money.

A May 2013 DAC slide (PDF) from a presentation by the Port of Oakland shows that the system would combine not only existing surveillance cameras and thermal imaging devices at the Port of Oakland, but also the Oakland Police Department's license plate readers, ShotSpotter gunshot detection devices, CCTV cameras, surveillance cameras at Oakland city schools, and dozens of other cameras from regional law enforcement agencies, including the California Highway Patrol. According to that schedule, the DAC should be fully operational by the end of June 2014, and it will aggregate more than 1,000 camera feeds.

"Currently, the system is activated in times of emergency. If it is completed by July 2014, then we would be looking to staff the facility on a 24/7 basis," Renee Domingo, the city's director of emergency services and homeland security, told the council.

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31 Jul 20:16

marielikestodraw: likeafieldmouse: Kim Keever “Miniature...

Courtney shared this story from Don't Mind Me...:
whaaaaaat





















marielikestodraw:

likeafieldmouse:

Kim Keever

“Miniature topographies inside 200-gallon fish tanks, based on traditional landscape paintings. Keever fills the tanks with water once he’s sculpted and placed the miniatures, and colored lights and pigments create dense, atmospheric environments. He views his works as an evolution of the landscape tradition and deliberately acknowledges the conceptual artifice.” 

JFC this is incredible and inspiring. I love it.

31 Jul 20:13

sdzoo: More photos from Mr. Wu’s first birthday party...









sdzoo:

More photos from Mr. Wu’s first birthday party yesterday.

31 Jul 20:11

Microsoft Releases Office Suite For Android

For those in need of Microsoft Office on mobile devices, you can now install the widely-used office suite on Google Android devices...
31 Jul 20:11

heavy metal vampire - DJ Boy (Kaneko - arcade - 1989)



heavy metal vampire - DJ Boy (Kaneko - arcade - 1989)

31 Jul 20:11

1000drawings: My Cardboard Life

31 Jul 20:09

TV: Great Job, Internet!: Watch Jim Rash be delightful for three minutes in this Greendale recruitment video

by Kevin McFarland

Season four of Community was an unmitigated debacle, making the prospects of the DVD release rather bleak. But there’s at least one thing that makes the promotional ramp-up worth it: Jim Rash’s Dean Pelton filming a recruitment video for Greendale—that presumably didn’t go horrifically over budget or cost the students their sanity. Dean Pelton introduces the “Straight A’s” of Greendale—while struggling with motioning to the green screen titles and covering up a murder on campus involving the Human Being. It’s yet another charming and delightful moment for Jim Rash to get an extended featurette extoling the many mediocrities of Greendale. Remember: "everyone has their strengths and weaknesses, but the beauty of Greendale is that you won't be confronted with either of them!" If you need us this afternoon, we’ll be in our Advanced Banner Writing class.

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31 Jul 20:08

TV: Newswire: The former Romney campaign isn't thrilled about how it's being portrayed on The Newsroom

by Marah Eakin

Unsurprisingly, former Mitt Romney aides aren't too stoked about how they’ve been portrayed on recent episodes of Aaron Sorkin’s The Newsroom. This season has found producer Jim Harper (fictionally) riding on the Romney campaign’s bus while being stymied at every turn for asking “real” questions, not just reporting the talking points. This past weekend, Harper even got himself permanently kicked off the bus, along with a couple of other reporters, for asking about Romney’s one-time pro-choice stance, and not whatever other economic bullshit they were supposed to ask about.

Seeing as how The Newsroom is a fictional show, that entire situation is, of course, totally made up, but this hasn’t stopped actual Romney aides from protesting their (fictional) portrayal on the show. Ryan Williams, a campaign spokesman who travelled with the governor, tells the Salt Lake Tribune that no one ever got kicked off ...

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31 Jul 20:08

Film: Newswire: Despicable Me 2 is now the most profitable film in Universal history, so long as you ignore inflation and stuff

by Sean O'Neal

Here’s an interesting bit of trivia for those long, balmy summer nights, when you find yourself adrift on a bit of flotsam with your fellow shipwreck survivors, trying desperately to stave off thoughts of starvation or circling sharks with bits of movie business arcana: Despicable Me 2 is the single most profitable film in the entire, 101-year history of Universal Studios. NBCUniversal CEO Steve Burke made the proclamation earlier today, noting that the $80 million-budget animated film has grossed over $600 million worldwide—and that’s not even factoring in the many licensing and merchandising deals that have led to everything having one of those little yellow guys in it, even your hallucinations of being rescued.

“But wait, most profitable? What about the far more enduring, Universal-defining hits like Jaws, Jurassic Park, or E.T.? Surely they are truly the most profitable films in the studio’s history—not ...

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31 Jul 17:43

Bungie co-founder Alex Seropian: The Polygon interview

by Russ Pitts

By Russ Pitts
on July 31, 2013 at 12:00p

The Halo co-creator speaks about selling Bungie, his fear of failure and visions for the future.

I recently visited Pasadena, Calif.-based Industrial Toys for a feature article on the company's new game and digital comic book, Morning Star and Morning Star Alpha. In the course of this visit, I had the opportunity to share a long conversation, over sushi, with Industrial Toys founder and Halo co-creator Alex Seropian.

Seropian is one of those rare individuals who makes success look easy. He acknowledges this himself, and admits that having accomplished so much with his life so early (he was in his 20s when he founded Bungie) has given him a perspective not many people share.

Before the tape started rolling, I asked Seropian about his marathon running and his children and I told him to be sure and let me know if anything we talked about should be off record. I wanted him to feel free to have a conversation without worrying about what might come out of his mouth. He took me up on this only once, when discussing the still-being-decided release date for Morning Star.

Everything else we discussed, from how he feels about making shooters post-Newtown to his reservations about selling Bungie to Microsoft, was on record and is reprinted below in its entirety.

What's your origin story? When did you decide that video games were going to be the trick?

When I was in high school, I think, I decided I wanted to be a businessman. I don't think I knew what that meant. But I distinctly remember, when I was something like 10, my dad worked at this hospital that was doing a fundraiser, and I went out door-to-door selling popsicles to raise money for this fundraiser. I'm sure the only reason anybody bought any popsicles from me is because I was 10 and it was for a hospital. But it was pretty thrilling to have these popsicles and exchange them for money. "This is amazing!" I think that might have been formative for me.

Img_1Alex Seropian

When I got back to school, I started teaching myself how to program, and the first thing I wanted to do was make a theme, and then I would start a company, make a game and be the head of this company. But it stuck with me. When I was in college, I'm not sure how I decided that I was going to sell my ... No, I remember how this happened. I decided I was going to sell my chemistry notes, because half the freshman class at UC took chemistry, and it was an 8 a.m. lecture, a 90-minute lecture. Half the class never showed up. I had a Mac and I knew how to use Quark Xpress or whatever at the time. I would take notes, or actually my girlfriend would take notes, and then I would type them up, format them and sell them. [laughter] I made these posters that eventually ... the chemistry department tried to shut me down, because my advertisements were unflattering to the professor. [The professor] had a very thick accent. One of my taglines was, "If you can't understand the accent, just buy my notes."

So I had that in my head. UC didn't have a computer science degree, but I took the comp sci. classes because I liked them. I ended up majoring in math. I liked math too. Eventually I ended up teaching myself how to program. My senior year, I was trying to figure out what I really wanted to do. My passion wasn't really in games. My passion was programming. It was this idea that I could create something that would have some value and I could start a business. So I just started doing that. That's how Bungie got started. I started writing a game, and by the end of my senior year I was like, "I can do this." I asked my parents and my parents' friends for money. I built my own diskette duplicator because diskettes were what you had back then. I packaged up some games and beat the street trying to get distribution. I basically broke even. So I tried again and broke even again. Tried again and eventually it made some money. That's how it got started.

I never had any formal business training or anything. I did study computer science, though. My background is programming and so on. That's how I got into it. I got into playing games when we had an Atari 2600 growing up. I'd come home from school and play Atari with my brother. We had the Sears Telegames unit. I don't remember the Atari 2600. It was the Sears-branded version of it, which was the same thing, but it was kind of this low-rent version of it. Played all the same carts.

Yeah, I don't think we had the 2600 ever. We had a neighbor who had the 2600, but we had the Magnavox Odyssey and the Fairchild Channel F and basically everything that wasn't the Atari 2600. We didn't even have the Sears.

I remember getting into fights with the other kids because they had an Intellivision. "Atari's better!" The Intellivision actually was better. [laughs]

"It's definitely a thrill to sit down and write something, write a piece of code, and then this machine does something."

Intellivision had better games. It's funny. That hasn't changed at all. You reminded me, I think I just realized this recently, but how I directly got into writing was I learned to read. My grandmother taught me. I guess I was 3 or 4. She taught me to read with a magnetic board with these little magnetic letters. She taught me by moving the letters. She'd tell me what a word meant and I'd learn what the letters meant and could do. Something about seeing the pile of letters and how you could make the world, basically, make the language and the world, that really stuck with me. But I think how I learned that was from talking to a lot of people who got into making games, and how they got into making games by starting with little bits of code and realizing they could create worlds with those little bits of code. That seems to be a very transformative thing.

It's definitely a thrill to sit down and write something, write a piece of code, and then this machine does something. "I did that. That's pretty cool." The idea that you can create thoughts by writing words is very cool.

I get the same thing working with theater companies or production companies. Something I put on a piece of paper then becomes people jumping around or doing dramatic scenes or whatever.

So I don't often get to talk to people who have had such an interesting trajectory in their career as you have. Where do you see yourself? You're starting a new company, trying to reinvent how people do shooters on a tablet ... That's all grand visionary-type stuff. Where do you see yourself in your life and in your career right now?

[Laughs] I think ... on a personal level, I feel super energized and enthusiastic. I've done the startup thing a few times, and it's always the most exciting thing for me. It's like trying to conjure something ... out of nothing, that kind of experience. Same sort of thing. After having been working at a giant corporation like Disney for a few years ... Don't get me wrong. I had a good experience there, and I learned a lot. I'm just wired differently, I guess. I think I need to have some element of the unknown to feel energized. I sat down and looked at myself in the mirror before I left Disney. There were a lot of things going on there, but ultimately I looked myself in the eye and said, "OK, what does my career look like in a year?" I could clearly see what it would be, and that terrified me. [laughs]

Doing this here, I can chart a thousand different futures. Some of them are catastrophic. Some of them are glorious. The prospect that there's that much potential one way or the other is very invigorating to me personally. I also feel like ... "bold" is not the right word at all. More like "battle-hardened" or "wizened" or "experienced." I've made a lot of mistakes. Everybody does, just by being alive. I sort of feel like I'm ... I like my career right now, where I can do something like this. I can aim really high. I can be super ambitious. I can also be a little bit grounded and have a perspective on what's important and what's not important. I've got three young kids. If I were to try to run a company the way I was running Bungie with three kids, I think more of those catastrophic end results would have played into the mix. Whereas I feel like I can do that now. Maybe it's because I know more people who are also more experienced. We're all working together. I trust more people than I used to, being young and naive. Knowing I don't know anything so nobody else must know anything either. [laughs]

Img_2

You're saying battle-hardened, that's the interesting thing to me, it seems. When you're younger, it's not so much that you can absorb the catastrophic end result as that you can't see it coming, therefore you have no choice. But when you can see them coming, you flinch or avoid them. I was just curious, what's your take on that? Do you feel like you could absorb a catastrophic failure, or that you're going to be more likely to avoid it?

That makes me think of two things. It might not be a direct answer to your question, but what that makes me think of is ... I feel way more deliberate with what I'm doing right now than I have in the past, meaning ... this company was started to do something fairly specific. It was started with enough experience and knowledge that I have a high degree of confidence that we're going after the right thing and going about it in the right way. We could certainly fall short on the execution, but I also feel like we have the right team. That's way different than being fresh out of college. "What am I going to do with my life? I like programming. I like games. I want to start a business. Go!" And then just sitting there and following my heart's whim and making whatever I want to make and hoping people like it. I suppose there's a romanticism to that, which sounds virtuous ... but there's also a reality that ... that takes longer to find a groove, to find an audience and build a business. That's not really an answer as far as whether I can absorb a catastrophic result. But there's much more of a deliberate and intentional aim. We did something we really want to do. We want to do it for these reasons, because we think there are people out there that want it. We've actually looked at what is out there, as opposed to it just being, "Hey, I want to do this."

The other thing it makes me think of is that ... I suppose a good amount of motivation for me, on a personal level, is I have a fear of failure. I don't want to fail. I do want the glorious outcome. Those motivations never go away for me. I could sit at home and drink piña coladas all day. I don't really need to go and do this again. But I very much want to. It makes me super excited to get out there. Having kids, I want them to have this great example. All that kind of stuff. Those monkey-brain motivations. I want to be able to tell my mother about this thing that I did and have her be impressed with me. I don't want to fail at it.

Correct me if I'm wrong, but it would be fair to say that there's a kind of middle distance between being fairly artistic — "I'm gonna do what I want and I'm sure that someone will enjoy it" — and being purely business, cynical — "I'm gonna find out what people want and I'm gonna do it." There's somewhere in between that where you have an idea what people want and you know what you can do, what you're passionate about, that will fit that, and then concentrating on that.

Absolutely. I think the thing that experience has taught me, perhaps, is that not everything is the only thing you're ever going to do. When I was young and I was working on my first game, it was the only thing that I had ever done. So everything was so personal and mattered so much. It was the end of the world. It was the only thing. When you work on a dozen games, when you build three companies, you realize that there are compromises that are required for making forward progress and maintaining sanity and frankly for making better products. You can end up focusing on some things so much that something else falls off the table, and it turns out that it was more important. Maybe that's just perspective. Does that make any sense?

It does make sense, yeah. I'm wondering ... this industry is ... it's kind of hard to say this, because there's a lot of thoughts wrapped up in this question. But the industry is ... honestly, I'm talking to a lot more game developers these days who are at a place in their lives where they have families and their employees have families. They want to create companies where that's comfortable. It's not going to ruin people's lives. That in itself, I think, is a function of the fact that the gaming audience is getting more broad and it's changing and evolving. I'm not even sure if your past projects — failures and successes — are even going to be on the radar for you when you're launching this new product. Is that something you think about? And if so, how do you feel? Do you think people are going to look at Morning Star from a point of view of being familiar with Halo, and comparing and contrasting? Or being enthusiastic that Alex is making another game, or being cynical that Stubbs the Zombie ...

[The food arrives]

Img_3Stubbs the Zombie in Rebel Without a Pulse

Is that something that's even on your mind at this point?

Not really. I guess for me, looking back from my current standpoint, I'm happy that I have a lot of real good people I've worked with before that ... we all want to work together again. It just makes for a great work experience, because we've known each other. We trust each other. I think it gives us ... maybe saying a sense of manifest destiny would be a little too bold, but we know what we're capable of. We've done things together that we're proud of. We have a high bar, so we're able to challenge each other and understand why something that may seem silly at first — like, "No, we have to do it like this!" — is actually important. I guess that's just the trust that it takes a group of people a long time to develop. The fact that we're able to start a project is very useful.

As far as what the public or our customers may think before getting the game, just based on our history ... we're making a game. If the fact that we've done stuff before that people like gets people to check it out, that's great. But ultimately, it's the same with any creative sector. People are going to make judgments based on what they think of the product. I think they're going to like the game. [laughs] It is interesting, though. There's definitely ... we're talking about Atari and Intellivision. People being possessive of their platform. We had the same thing with the Mac versus the PC, and then when we got bought by Microsoft. We got the most amazing hate mail from our Mac fans. I totally can understand that. But ultimately it resulted in more and better and bigger and ambitious projects. So I see a lot of ... when you look at the core gaming press, the way they tend to cover mobile games ... often there's a big degree of skepticism from the core gaming press. But certainly from the enthusiastic posters that frequent those sites, there's a tremendous amount of possessive nature over consoles. Which is interesting. I guess it's good. It shows the passion for games.

0_img

It's very similar to ... I think I was at TechTV during the launch period of Halo. I was never a Mac fan, but I worked with a lot of people who were, so I was having to catch up with the history of why people were aggrieved. But I think you see a lot of the same tenor in what you're seeing with regards to how core gamers are skeptical of the mobile platform. It's very similar. It doesn't seem new in any way. Now that the console audience is among ... there's a new core, basically. There's still a PC core. I don't know if there's a Mac core anymore. But I don't think it does — you will have a better perspective on this than I will — but I don't think it does, or should, frighten anyone on the creative side. It's just people being people.

Yeah. I would say that a bunch of the motivation for why I wanted to do what we're doing was to make a better product for mobile. It's where I am playing the majority of my game time. There are some elements to that argument, I suppose, that I kind of agree with. [laughs]

Having now worked inside, to a degree, two of the largest companies in gaming — or in the world, arguably — are there any direct comparisons there that you're willing to share? Other than your feelings on how much nicer it is to be in a smaller environment.

You mean between Microsoft and Disney?

Img_4Disney Guilty Party

Yeah.

Well, yes, there's lots of interesting takeaways there. I'd start by saying that they're both fantastic companies. If you gotta work for a big company, I would recommend either. For different reasons, too. Microsoft very much cares about the people that work there. They very much care about the product. They may not always get the product right, but they very much care about it. In my experience, the leading decision factor in trying to figure out what direction to go, what products to work on, what changes to make, all of that was framed around the product.

Disney is a very different company. Also a great company, an amazing company. I realized very quickly that I was in an organization surrounded by other organizations at Disney that were all the best in class. You would turn your head one way and there's Pixar, which is just phenomenal. You turn your head the other direction and here's the guys that make Phineas and Ferb, and they're just killing it. You turn your head the other way and, oh my gosh, the Imagineers are down the hall ... it was very interesting, because the games business was not anywhere near the pinnacle of mastery that the organizations we were surrounded by had reached. There were lots of amazing inspirations. Microsoft was a little different, because we'd get a lot of our inspiration from other people making games, but they weren't Microsoft people. They were our competitors. You could derive a lot of internal inspiration from other people at Disney.

The thing I found most interesting about Disney is that if you were to ask a hundred people which is the more creative company — Microsoft or Disney — most people would say Disney. The vast majority. I found the decision-making there to be less product-focused and more financial-focused. Microsoft, granted, that might have just been a factor of the point in time and the point in the organization where I was operating. Microsoft was launching a new console. It was a new division. They weren't expected to make any money. The bottom line on the P&L was not necessarily the most relevant factor. Things may be different now. But in terms of my experience, it was interesting ending up at a creative company that was more financially oriented than the giant business software company that was solely focused on product.

From what I'm hearing and people I'm talking to ... I reached the preliminary conclusion, at least, that that environment has changed somewhat at Microsoft.

I'm sure. I've been out for a while. [laughs]

What you're saying about Disney jives with everything I've heard so far, at least insofar as it being a company full of first-class talent in a lot of different disciplines. It seems very ... considering everything they've been acquiring recently, there would seem to be no limit to what they could do.

Yep.

I'm curious to know, if you think about it at all ... you co-founded Bungie and that's obviously become huge, to the point where people are now splintering off from Bungie and forming their own things and starting up their own legacies. ... I'm just wondering how it feels to personally sort of be at a point in your career where you have a legacy that not only extends to the games you made, but to the people you've worked with and directly inspired to go on and start their own companies.

It's awesome. The fact that Bungie's still kicking and thriving, and the same with Wideload ... there's a diaspora of game makers out there that grew up through that culture and that process that we started. That's very satisfying.

"We entertained a lot of acquisition offers back then. There were some clearly ... [bad] choices. It certainly wasn't an easy choice."

Anything you'd do differently?

I need to come up with a good pithy, funny answer to that question. [laughs] I'm not sure. I don't think so. I mean ... it's easy for one to sort of fantasize about what-ifs, but the reality of Halo, at least, is that we were at a point in time and a point where Bungie was and where Microsoft was that I don't think either of us could have done what we did without each other. I think it's fair to say that if Halo wasn't part of the Xbox launch, the Xbox would have had a different trajectory. Halo certainly wouldn't have been the game it was if we had continued on our trajectory with the PC focus and working with Take-Two. That part of my past, I think, worked out pretty good. It's hard to practically look back and second-guess those decisions to look for a better outcome or a different outcome.

That you say that suggests that you may have considered at some point that selling to Microsoft was a bad thing?

Well ... we entertained a lot of acquisition offers back then. There were some clearly ... [bad] choices. It certainly wasn't an easy choice, but we were ... it was the choice we made. I think it was a good choice. Were you asking if I ever thought it was a bad choice?

Yeah.

I don't think so. There were moments where we had some real challenges, after the acquisition. But everything has challenges.

I talked to [former Microsoft executive and FASA founder] Jordan Weisman years ago. He was talking to me about his role at Microsoft, after the acquisition of FASA, and how he thought one of his major achievements was helping to rectify some of the issues he ran into, so that you guys — not specifically, but it turned out that you guys didn't run into some of the exact same challenges. Does that jive with your understanding?

"It was fascinating to me [in 2001]," Weisman told The Escapist in 2006, "when we were involved in the Bungie acquisition. ... It was kind of eye-opening. We spent a bunch of time talking about how, if indeed we were going to go through with this acquisition, the best case was to leave [Bungie] in Chicago. If that fails, we have to create an isolated situation: They're not a part of Microsoft HR; they're not in the way of that part of the org chart; they're in a totally separate, isolated room. There's that locked box that you leave them in. Because otherwise the same thing will happen to their team that happened to mine.

"While I couldn't convince them to keep it in Chicago, I did convince them to give them a private office and leave them totally alone, which is why I think the Bungie team survived in a much better state and was able to keep a lot of its own development culture rather than get absorbed into the Borg."

I'm not sure I have exact firsthand knowledge of what Jordan was doing back at the time. But I do know that we had lots of conversations with Microsoft about how we were going to integrate, and they would typically start with, "Hey, what we did with FASA was this, and it ended up being a disaster, so we don't want to do that." [laughs] So I think there's probably some truth to that. When Microsoft was spending a lot of money getting ready for Xbox — and they were buying other stuff too ... FASA and I think ... I think they did this with Ensemble. But there were a couple of companies in a row where basically what they did was, they bought the company, picked them up, brought them to Redmond and squished them into the existing organization. Basically you had what used to be a game team that all reported to a project manager or a game director or whatever, and it was turned into, "Here's five engineers who are now reporting to a guy at Microsoft, a director of engineering. Here's five artists who are now reporting to a Microsoft art director." And then there would be a project manager who was trying to get this game done with that group of people, that were all reporting to this matrix organization ... and for some reason it didn't work. [laughs]

Shocking.

After figuring that out, I think they decided not to do that. I suppose we were lucky in the sense that there were some that went before us that made it easier to maintain our culture. We had our own wing, our own area of the building where we built it out into an open space. We were the only people at the whole Microsoft corporation that were not in single offices. That was part of the Microsoft programmer culture. Everyone gets an office, and you can close the door and sit in front of your computer by yourself and you can go! That has its advantages, but we'd always worked in an open environment. Over there, people would turn around and say, "Hey, this shit's broken, can you fix it?" "Oh, what's going on?" "Oh, you're trying to use it like that, OK. Let me turn this thing around." You don't get that with everybody working in their own office. So yeah, Jordan's probably right. Thank you, Jordan. [laughs]

1_img

Yeah, he talked about it ... this was many years ago. But he was definitely talking about in a way that ... actually, what you were just talking about, and what I wanted to ask you about. Not necessarily that selling FASA was a mistake, but that he wished that he had the experience of integrating with Microsoft before he sold to Microsoft. That ended up being pretty catastrophic to FASA.

Going through that process for the first time ... you don't know. You're now in this position of being part of the giant billion-dollar corporation that's got 40,000 employees.

[Waitress interrupts briefly ... ]

You're in that position where the prospect of telling a gorilla how to do things is ... It's intimidating. You figure they've done this before, they know how it should work.

You said earlier there were some really bad offers you guys entertained. Not necessarily asking you to tell me who they were from, but what would a bad offer have looked like for Bungie?

[Laughs] Well ... there were a range of ... I hesitate to call them contemplated partnerships. But a few of them we took seriously. The things that smelled bad at the time, and in hindsight ... there were companies and publishers that we talked to sort of on their way out of business. We could kind of tell that they hadn't done ... they weren't doing anything interesting and they didn't have much of a future. They didn't have an idea for what could be successful, other than, "Hey, you guys are doing something." That just didn't seem like a good idea.

Img_5Morning Star Alpha

Almost vampirical.

Yeah. Like, why should we partner up with you guys if ... ? We didn't have that sort of conceited viewpoint of, "We're doing something interesting and you're not doing anything. Why should we partner with you?" But it felt that way. And there were companies that basically wanted to pay us with an IOU. "Hey, we'll buy you guys, and then if the game makes money we'll give you some!" "Really? Does that work?" We had a long conversation ... actually, it wasn't a very long conversation, but we had a conversation with this company that was ... this was back in 1999 or 2000 or whatever, when the internet was exploding. Everyone was gonna get rich on the internet! "We're going to start an internet media company and do games and movies and comics and all this stuff! You guys can be part of the company and we'll be worth $10 billion!" Yeah. Right. Sure. That actually never happened. [laughs] I don't know. There were a lot of people like that. And we had some serious conversations with real publishers, but we weren't really looking to sell the company.

It wasn't until we had this conversation with Microsoft, which basically started with ... they were doing this road show, showing off this console they were going to make — "here's what it is; look at the tech demo." When we realized that it was basically a PC with a controller, we called them up to say, "Hey, we can probably make Halo for the Xbox. That might be cool. Can we?" They said, "We need games. We should talk." And in the process of that conversation ... it was really the only conversation we had with anybody where it was a company that had an idea that was cool. They were looking for somebody to be a part of that big plan. They had the stability and the financial perspective to make it real, whereas everybody else we'd ever talked to, it was more of a dream or a promise or just a bad idea. [laughs] That was exciting. It was very exciting. It was very validating to have a company like that be so supportive and interested in backing that up. The deal that I did with Disney was very similar from that perspective. It was a really good, solid company that had some big ideas and the ability to make them real. It wasn't just all talk.

Considering all the ... I don't know what adjective I'm looking for. But considering that studying to become a game designer wasn't necessarily an option for you when you were coming up, and you had to find your own path, what do you hope for your own children? If you could change the world in some way to make it easier for them to realize their dreams, how would that work?

That sounds like a big question. [laughs]

It is kind of a big question, and I'm sorry.

I suppose that question could be answered in a few ways. As a parent, my hope is to equip my kids with enough of a framework that they can figure out what they are passionate about, what they want to do, and [have] enough self-confidence that they don't have any hesitation going after it. I'm not sure where I got my self-confidence from. Perhaps it's just naivete. I don't know. But I was a senior in college and I thought I could start a video game business, to compete with everybody else that was selling real games. I'm sort of hopeful that my kids will have a little bit of that. So that might be genetics. That might just be walking the walk and hoping they pay attention. That's one answer. I suppose another answer is ... if I can make the world a better place, but that sounds kind of vague. I don't know. That sounds very virtuous. I'm not sure if I'm there yet. I would very much like to be there, but I'm not sure if I'm there. What's another perspective I can answer that question from ... [laughs]

Img_6

What does making the world a better place mean for you?

At some point, I always used to think that all the complaining that went on in the world was just noise. It was just complaining. Every generation complains about shit and it's fine. It's just a new generation, a new bag of shit to complain about. At some point ... it might have been when I had kids. My perspective changed a bit, and I decided that yes, there are some problems here. Stuff like what's going on with our climate. What's going on with politics around the world. Things that maybe I just didn't really care about when I was younger. I started to get a little bit more aware of that when I started to think about what it would be like when my kids grow up. I do think there are some big-ticket things that we should all try to think about and not fuck up. I haven't devoted myself to that. It makes me feel shitty to say it, but I've had a more narrow focus, I have to admit. I've been doing what makes me happy and I try to provide for my family and those that work for me. But I'm aware of that. I give money to stuff, but I'm not ... off investing in making the world a better place. That would be nice to do, in some way.

I'm not sure ... it's an interesting question. I'm not sure necessarily why I asked, but I think there are people who are potentially in a position to do or start things that could potentially change the world. Then the vast majority of us can't imagine what that would even mean.

When the shooting happened in Newtown, I was out to dinner with some friends. One of my friends turned to me and said, "You're probably in a spot where you can be a [voice about] games industry gun violence ... and you're making a shooter. Have you thought about that?" It made me think. It made me think that ... if you're thinking about the world that your kids are going to grow up in, yeah, that's the kind of thing that I would like to do. I don't feel like I'm ready or ... I feel like I need to learn some more stuff. It might be just being lazy. I don't know. But at some point I'd like to do something like that.

"It was a summer class that took the kids that were most interested in game making and we set out to make a project that we could enter into the IGF."

That would be interesting. How would you ... ? As a shooter maker, what would you do other than not make shooters? [laughter]

Well ... I do think that when you look at games and film and try to equate that to creating violence in society, I do think that perspective is incorrect. Entertainment and storytelling is fundamental to human nature. We've been playing games longer than we've been speaking words. So the notion that role-playing and fantasies are inherently bad ... I just can't get to that perspective. Can I get to the perspective that there's a lot of violence in our society and that one can take a position on guns? Yeah, I can get there. [laughs] I don't know. I don't have a gun. I don't want a gun. Do I care if you have a gun? No. Do I care if you shoot somebody with a gun? Yeah. Am I going to go shoot an alien in a made-up world with a fancy gun for fun? Yeah, I'm gonna do that. That's fun. That's OK. Is that line of logic incompatible? I don't think so. Do you buy that?

I do buy that. I buy that you buy it. [laughs]

You helped build Bungie. You were at Microsoft with the Xbox. You were at Disney. It seems to me you've been in positions of great visibility and authority in this industry. What are your thoughts on your position or your potential position as a leader of the industry, not just of a specific company? Have you given any thought to starting or taking over one of the many troubled industry associations?

[Laughs] I have been active in the IGDA in the past. I was faculty at DePaul University in their game program. One of the things that I very much enjoyed about that and got out of it was being able to influence or inspire the kids that were going through the program. Basically, one of the classes that I taught there was ... it was a summer class that took the kids that were most interested in game making and we set out to make a project that we could enter into the [Independent Games Festival]. They ended up winning. [Editor's note: That game was Devil's Tuning Fork. Read up on DePaul sister project Octodad from some of the same team members here.] The thing that I was most thrilled about was ... here's a group of kids who very much remind me of me, when I was in college. We set out with the notion of, "Hey, we're going to do this thing." Everybody believed it, and so we did it. Sometimes that's all somebody needs to hear. "Hey, we're going to go do this." You don't always win, but whatever, at least you tried. I wouldn't necessarily say that I'm super motivated to go and run the IGDA or whatever. I'm perhaps still a little bit too interested in building my own companies. But I very much like the idea of doing a community around teaching kids that are coming up. That's very much ... I like that a lot.

2_img

It's interesting, the way you said that, because to me it reflects back on what you were saying earlier about your children, and how you hope that they have the drive that you had. To say to yourself, "Hey, I can go do this. I should go do it." Where do you think that comes from?

I got that from my parents. My dad was a doctor. But I think he really wanted to be an engineer or an architect. Right before I was born, he bought this house in Westchester County that was a total fixer-upper. It was an amazing house. It used to be the guest house for the Douglas estate. The Douglas family were copper miners that owned most of upstate New York or whatever. This house had these old dilapidated stables, a greenhouse, all this shit that was totally rotted. My whole upbringing was basically rebuilding this house with my dad. As far as I knew, he had no real carpentry training. But he wanted to do it, so he did it. My mom really liked writing. She'd write pieces and submit them to the New York Times Magazine or whatever. She had this wall of rejection letters in her office, until eventually she self-published something she had written. The generation before them were entrepreneurs as well. So maybe there's a little bit of a genetic component to that. But I think I got my sense of "just go do it" from watching other people go and do things they had no right to do. [laughs] It gave them some satisfaction, so they were going to do it.

Are they still around, your parents?

My dad is. My mother passed away a few years ago. But dad's still in that house. [laughs]

What does he think of your career?

You know ... he's very proud. ... He has game boxes for the games that I've made up on the walls, that kind of stuff. He was a big ... it's ironic that I tell you that story, about how I get my self-starting from my parents, because the catalyst that got me to start Bungie was a conversation I had with my dad. I was graduating from college and I had written this game. I had also been interviewing for computer jobs at places like Microsoft and all these other companies. I had this conversation with my dad where I was asking him what I should do. I wanted to start this company and make this game, but I had these job offers. His advice was to take a job and learn some stuff and then, once I knew some stuff, I could go start the company. I started the company the next day. [laughs] I guess that had some sort of reverse psychology wizardry going on there. I don't know.

Do you remember what your thinking was at the time? "If the old man says I should do one thing, I should do the other?"

I think there was definitely a component of, "If somebody tells me I can't do something, well, darn it, I'm gonna go do it." [laughs] I didn't ask the question right, because I really wanted to do it. I was just looking for validation.

Right. It seemed to turn out all right.

It's gone OK. [laughs]

What, if anything, concerns you at this point? Is there anything that keeps you up at night?

Oh, yeah, lots of things. It's interesting. That's a very good question, because I went through a period of time when I was sleeping great. But when I'm really into something and it's something that's really important and I'm trying to build against that ... I wish there was a better phrase for it, other than the fear of failure. But whenever I feel like I'm under this pressure to perform, I think about it. I think about how long it's actually gonna take to get this frickin' game done. Do I think that this particular character is too goofy? Because we want him to have a little sense of humor, but ... Is our monetization plan right? Is the interface for this thing too confusing? Where are we going to do our soft rollout?

Img_7

So you're saying you slept pretty well at Disney?

I slept great. [laughs] But you know, I think there is a healthy element of stress. If you have no stress in your life ... I don't know. I suppose it's nice. But for me, I find that there's a degree of motivation there. There's something that ... Those stresses exist because I care about something. I want to do a particular thing. I want to do well. I want to spend time on it. I want to think about the details. I'm going to want to debate the details with people who I trust and who I think are smart. All that stuff is very exciting. It's a big part of my personal motivation. So without that stress, I think it's less interesting.

How do you think it's going to go, honestly?

What, with the game?

Yeah.

I think it's going to take us ... it's already taken us longer than we wanted, but I think it's going to take a little extra longer, and I think it's going to be huge. But I really believe that. I'm very bullish on what we're doing. It's a lot of fun. I think the setup for it is pretty unique, and it's mobile. It's going to stress me out getting it done, because we should have been done like two months ago.

It's big. We set out to not make a big game at first. We structured it and designed it to not be a big game. There are a lot of bits and details, though, and for better or worse, we do debate the details. You probably witnessed some conversations in there when you were talking to Paul [Bertrone, Industrial Toys lead game designer], where [we] were talking about one of the shotguns that's going into the game and exactly where the left-hand grip should be and how many of the details actually show on the screen and the cool bits where the shells eject when you fire the gun. Are those things super interesting to the majority of players? Whether an extra quarter-inch of those details is on screen or not, will it matter? Zero. But we spent 30 minutes times four people, so we spent two hours on that conversation, which will cascade into somebody doing some extra work, which will delay the release of that gray-box model to the modeler. You multiply that times a thousand of those decisions and OK, now you have a glimpse into why triple-A game development is complicated, if you're going to actually care about all that stuff.

Do you feel like you're competing against yourself at this point? Is there any pressure for you ... If you're going to start something new and try to redesign this experience for mobile, do you have to be as transformative as you were before?

I guess I haven't really thought about it that way. But I suppose yes. When you're trying to do something new and different, it almost seems to me like there's fewer success cases than failure cases. There's lots of ways to fail. [laughs] How can you really know? You can look at what others have done and learn some stuff. Like we were talking about Horn earlier. Just from looking at that, it was pretty apparent to me that traditional console-style linear storytelling is a non-starter on mobile, because you can't make the user wait 12 minutes to make a decision about your game. That's a nice learning right there, but there are a gazillion trajectories like that. You're in a space where experience helps a bunch, but it doesn't solve everything.

If you can imagine a point in the future where you could decide — if you had the option and you were in a position to do so again — to start another company, start another big project, design an experience for holographic eyeglasses or whatever's next ... What would be the thing that would tell you maybe it's time to not do that again?

Like, what makes me second-guess an idea, or ... ?

I guess where I'm coming from with this is, the normal trajectory you see with people — if there's anything normal in the game industry — is that someone will start a company, make a huge game, go work at Disney and then retire. So it's interesting for me to talk to somebody who really, genuinely wants to experience the thrill of starting things and building things. A lot of people get sick of that.

But what might change my mind?

Yeah. What would be the thing that would make you not want to do that anymore?

Well, I would say I'm really enjoying what I'm doing. I really like this. I would like to be doing it forever. I can imagine that ... I was reading something Stephen King wrote about how [fate] runs around and smacks you around and once in a while changes your perspective on life. I've had maybe a few of those. I can imagine getting smacked around by life a little bit and my perspective changing. But other than that ... I'm not looking to sit around drinking a piña colada. This is more fun. There's a time when you want to sit down and drink a piña colada. I like to do that. But I can't imagine making a vocation out of it.

"I definitely know what it means to try hard. I've tried hard at many things. And some things I haven't succeeded at."

It seems like you're the kind of person who would take a lot of smacking around to not want to do what it is that you want to do.

Yeah, I think so. Maybe my perspective would be different if I wasn't lucky enough to have some successes early, which was very helpful. I was handed a better set of cards, I guess. Taking a risk and starting a company is a risk, but it's harder if you don't have something to fall back on.

Do you feel like having the experience of having to work for it, though, means that you're going to hang in longer?

Yeah. I was just thinking about this the other day. I definitely know what it means to try hard. I've tried hard at many things. And some things I haven't succeeded at. You were asking about my kids. I was actually thinking of this the other day. I'm not convinced that the generation of kids growing up right now, in the U.S., knows what it means to try hard, to really work hard at something, to learn something, to try to be great at something, to hurt yourself doing it. Which is often what it takes. But I've done that. I know what tests might be down the road for us, and what it might take to pass those tests and be successful.

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You never did tell me what happened [when you went to the doctor before this interview]. Are you still running? Did you decide to ...

Oh, I'm still running. Well, I have worked other routines in. I lift weights a couple of times a week. I still run three or four days a week. I ice therapeutically every time I run. I'm doing some knee-strengthening exercises. So I feel like I've got it steady. I'll be doing [a] 5K this Friday with the kids.

What's your time on a 5K these days?

These days? These days I'm probably running around an eight-minute mile.

That's pretty good.

Yeah. I definitely feel older. [laughs] Things creak, and when something hurts it takes longer to not hurt. Things go a little slower. But like you were saying, I get a ton of enjoyment out of getting out on the street and having some solitary alone time in here. That's something, like the trying hard thing. ... When I was in shape to run a marathon, I would train for it, and that could be really painful, physically painful. I found that to be a very good experience for running a business. You end up, running a business, where you're faced with having to make decisions and none of the choices are good. There isn't a good choice in there. But some are less bad than others. [laughs] So it's painful. Managing through that is very important.

So it's painful. People are telling you not to do it. It hurts afterwards. But you're still doing it.

Well, eventually you get to the finish line, and that's where the glory is. [laughs] One of the happiest experiences of my life was running this 5K last year with my 7-year-old. The gun went off and he just took off. I was hanging back and basically keeping pace with him, so he wouldn't get lost, except that he just never stopped running. He just never stopped running. He ran an eight-minute mile. It was glorious. Like, "Yes!"

I can relate to the running. I ran Sunday and my ankle hurt. Then I had a free moment on Tuesday and I ran anyway, because I knew I wouldn't get another chance, and if I didn't I'd feel bad. And it hurt like hell. It still hurts. I'm still glad I did it.

You know what's good? Advil.

Advil.

Yeah. [laughs] Ice and Advil is good. Babykayak

Images: Alex Seropian, Industrial Toys, Bungie, Wideload, Microsoft, Disney
Editing: Matt Leone, Charlie Hall
Design / Layout: Warren Schultheis, Matthew Sullivan

31 Jul 17:43

Clearly, Lois Lane deserves her own animated series

by Kevin Melrose

Clearly, Lois Lane deserves her own animated series

Following the recent (and adorable) Bizarro animated short, Cartoon Network has released a clip from “Tales of Metropolis, Starring Lois Lane,” which premieres Saturday as part of the channel’s DC Nation programming block. While the previous installment of “Tales of Metropolis” gave us a glimpse of a no-nonsense Lois, this preview reveals her in intrepid-journalist [...]
31 Jul 17:43

US must tell defendants when spying is used to build case against them

by Jon Brodkin
Sheheryar Alam Qazi (left) and Raees Alam Qazi.

The Justice Department admitted in a court filing Tuesday that it must tell defendants when the evidence it intends to use against them was gathered in a FISA-approved spy operation. This is the first time the department has acknowledged "in a terrorism prosecution that it needs to tell defendants when sweeping government surveillance is used to build a criminal case against them," the Wall Street Journal said.

The filing (PDF) came in the government's case against Pakistan-born brothers Raees Alam Qazi and Sheheryar Alam Qazi. The two were accused in US District Court in Southern Florida of conspiring to provide material support to terrorists and conspiring to use a weapon of mass destruction.

The government's filing was a response to the brothers' request that the court reconsider an order letting the government present evidence ex parte and in camera, i.e. without the defendants being present. A court filing by the brothers said they were stonewalled by the government when seeking to find out whether the Justice Department was using evidence derived from surveillance authorized under the Foreign Intelligence Surveillance Act (FISA).

Read 6 remaining paragraphs | Comments

    


31 Jul 17:40

Every Movie Reference From Seasons 1-10 of ‘The Simpsons’

by Justin Page

New York City-based writer, comedian and video editor Bryan Menegus has created two supercut videos (#2) for NextMovie of every movie reference from seasons 1-10 of FOX’s animated sitcom The Simpsons.

Every Movie Reference In 'The Simpsons': Seasons 6-10

via Slate

31 Jul 17:04

Pikmin 3 review: To boldly go

by Sinan Kubba
firehose

yay, it's good

---Transmission begins---

Sinan's Log, Hour 0

Disc, check. Wii U, check. Pen and paper, check. Way too many snacks ... check.

Looking at reconnaissance. The Pikmin are an alien race of little colored globules, creatures that are half-plant, half-animal, and full-cute. In their new Wii U adventure - which the locals refer to as "Pikmin 3" - they're joined by three new playable characters, alien explorers from the planet Koppai who crash-land on the Pikmin homeworld. There the explorers must survive on the fruit around them, which they find through the help of the indigenous critters. Unlike humans, the explorers are content with fruit, and wouldn't prefer tacos.

Alright, let's do this.

Continue reading Pikmin 3 review: To boldly go

JoystiqPikmin 3 review: To boldly go originally appeared on Joystiq on Wed, 31 Jul 2013 12:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments
31 Jul 16:56

Somerville MA 02143 – Prudential Buccelli Real Estate

by russiansledges
firehose

via Russian Sledges

GROUP SHOWINGS FRI 7/26 @10AM AND SUN 7/29 @ 10AM. A Union Square landmark! Mid Nite Convenience-family owned & operated for 50 yrs-is up for sale. In the hub of bustling Union Square, steps from future Green Line stop, this site enjoys a constant flow of foot traffic and metered street parking. this was the 1st building erected in Union Square in 1845. . SELLER WILL CONSIDER ALL OFFERS FROM $1,295K - $1,494,876!
31 Jul 16:53

At this point we are quite confident that public The Old Reader will be available in the future, now...

At this point we are quite confident that public The Old Reader will be available in the future, now with a proper team running it.

More details later this week.
Sorry about Monday. Again.

31 Jul 16:39

lolzpicx: The Hauntening

firehose

via Rosalind





















lolzpicx:

The Hauntening

31 Jul 16:39

aviarei: Where I work, sometimes the customer can write a...

firehose

via Rosalind
true for our neighborhood



aviarei:

Where I work, sometimes the customer can write a message on the receipt to help the delivery drivers.

31 Jul 16:38

zemael: I don’t really think I’m that good at anatomy (or...

firehose

via Rosalind







zemael:

I don’t really think I’m that good at anatomy (or females) but this is quite a popular request so… I’m making a tutorial, and this is the part to show you what NOT to do with your fellow humans. More coming… eventually.

I suck at breast variations, but I try; see this page for awesome references: x

31 Jul 16:37

Photo

firehose

via Rosalind



31 Jul 16:37

13tribe: espruen: An alternate universe where Bruce Wayne died...

firehose

via Jonmunger
"Causing his father Thomas Wayne to +go insane and+ become Batman and his mother Martha to go insane and become the Joker."
fixed that













13tribe:

espruen:

An alternate universe where Bruce Wayne died instead of his parents. Causing his father Thomas Wayne to become Batman and his mother Martha to go insane and become the Joker.

31 Jul 16:36

Former Weiner Intern Updates Twitter Profile With Expletives Used Against Her | TPM LiveWire

by russiansledges
firehose

via Russian Sledges

Olivia Nuzzi's profile now reads: "Slutbag, twat and cunt. Writer for NSFWCORP."
31 Jul 16:35

Was American prosperity an accident?

by thuudung
firehose

via Overbey

It has been a good time to be bleak, and the economist Robert Gordon, bleakest of all, commands attention… more»

31 Jul 16:33

“I Found This Humerus” (via AMOsborne)

firehose

via Rosalind
attn: Mr. OMGKW

31 Jul 16:32

If This Doesn't Make You Happy, I Don't Know What Will

firehose

via Rosalind

31 Jul 15:20

meme4u: Putin taking copious notes

firehose

this fucking guy
he's terrible but he's so fucking _funny_

31 Jul 15:19

Sounding the alarm: Ars speaks with vocal NSA critic Sen. Ron Wyden

by Joe Mullin
firehose

RONNIE RON WYDEN FUCKING RULES

As a series of top-secret NSA documents have been leaked over the past several weeks, the issue of widespread government surveillance has been front-and-center in the public eye. For some, those documents were shocking revelations; for privacy activists and digerati who have followed cases like Jewel v. NSA, they were less surprising than they were useful. The documents leaked by a former NSA contractor offered solid confirmation of what had long been suspected—that the NSA had created a giant information vacuum, sucking up all manner of data. 

Another group that couldn't have been surprised: politicians in Congress' top intelligence committees. But few had complained publicly about overbroad surveillance. Two exceptions are Sens. Ron Wyden (D-OR) and Mark Udall (D-CO), both of whom sit on the Senate Intelligence Committee.

"I want to deliver a warning this afternoon," Wyden said in 2011. "When the American people find out how their government has secretly interpreted the Patriot Act, they will be stunned and they will be angry." 

Read 29 remaining paragraphs | Comments

    


31 Jul 15:18

Top 10 things to be afraid of from Black Hat and Def Con

by Adrianne Jeffries
firehose

#6, especially
come for the "hand-crafted, artisan skeeviness to big-box commodity creepiness" lulz
stay for the "government-level total awareness for about $500 of off-the-shelf hardware ... funded by DARPA" depression

Thousands of computer hackers are heading to Las Vegas this week for Black Hat and Def Con, back-to-back information security conventions where attendees are warned not to send passwords over Wi-Fi or use the ATMs due to a surge in digital mischief-making.

It’s traditional for these skilled programmers to unveil their greatest exploits at the conventions. Here’s how to hack an iPhone within one minute of plugging it in to a tampered charger. Here’s how to "trivially" gain access to surveillance cameras in homes, banks, prisons, and military facilities.

It’s traditional for hackers to unveil their greatest exploits here

We’re all becoming increasingly reliant on technology and the internet for daily life, which opens new avenues for cybercriminals to attack. So what kind of attacks should you fear most this year? Fire up your Faraday cage and check out our top 10 list of hacks to be afraid of.


10. Surprise: hackers can find your old Snapchats.

Ephemeral apps like Snapchat, Facebook Poke, and Wickr are getting increasingly popular as people recognize the allure of self-destructing messages. We’ve known for a while that these messages do not truly disappear, but two digital forensic investigators are here to tell you exactly how insecure they are. By examining a phone’s internal storage, monitoring the data as it is sent, and pinging the app’s servers, they’ve figured out how to pull data from your messages before, after, and during transmission.

9. Your GoPro is now a spycam.

Imagine mountain biking with your GoPro portable video camera strapped to your head, oblivious that someone is listening to your every word. Amateur and professional videographers love the GoPro for its internet connectivity and layers of software. But this complexity also makes the camera vulnerable to attackers. Two security researchers have figured out multiple ways to turn the GoPro into a remote audio or video bug, as well as a way to control the device remotely. That could be trouble for soldiers using the cameras to record themselves on duty in Afghanistan.

8. If a high-security lock can’t be broken electronically, it can be picked with 3D-printed keys.

Your Wi-Fi-enabled door lock is one thing — you’d expect a hacker to get into that. But this year at Def Con, one team of hackers will present software that can generate 3D models for keys to any Schlage Primus, one of the most common high-security locks in the United States, when given the lock’s serial number.

If that’s not scary enough, another team of lock experts has targeted an extremely common home lock that can be "opened, bypassed, or decoded in seconds." They’re waiting until the conference to reveal which lock it is.

7. Someone is listening to your cell phone calls with $250 equipment.

Two years ago, hackers figured out how to listen in on conversations on cell phones that use the GSM system, which includes AT&T and T-Mobile customers, for under $1,500. Now, a team of three security consultants have figured out how to do the same for CDMA phones, operated by Verizon and Sprint, for under $300.

"You don't even know you're connected to me."

"I have a box on my desk that your cell phone will automatically connect to while you send and receive phone calls, text messages, emails, and browse the internet," reads the description for the Black Hat panel. "I own this box. I watch all the traffic that crosses it and you don't even know you're connected to me." The box they’re talking about is a femtocell, commonly sold for under $250 — or simply given away by the phone company as a signal booster. When in range, a mobile phone will route all its traffic through it without alerting the user.

6. Tiny computers around town are mapping your every move.

Security researcher Brendan O’Connor has created a system of $60 sensors designed to be planted around a neighborhood or city. The sensors track anything with a signal, including cell phones and mobile devices, feeding the data back to a central database that places the signals on a map. Of course, because most people carry at least one such device all the time, that means the sensors are actually tracking people as they go about their days. "It takes you from hand-crafted, artisan skeeviness to big-box commodity creepiness, and enables government-level total awareness for about $500 of off-the-shelf hardware," O’Connor says.

The fact that it’s called CreepyDOL isn’t even the eeriest part. Consider the fact that at least some of O’Connor’s research was funded by the Defense Advanced Research Projects Agency (DARPA), and these sensors are just one aspect of a holistic monitoring system.

5. Hackers could shut down a power plant.

Wireless networks are pretty useful for controlling power plants. They’ve also been implemented in nuclear, oil, gas, and water facilities. A pair of hackers discovered a vulnerability in a certain type of wireless device made by three of the leading industrial wireless automation solution providers. The vulnerability means that a hacker within a 40-mile range of the plant could read and write data into theses devices using only radio transceivers. From there, the attacker could inject false sensor measurements in order to wreak havoc on the plant’s operations, triggering surges of electricity or mixing oil in the wrong proportions. The hacker could also simply disable the network and shut down the entire facility. This type of interference could have disastrous consequences depending on the size of the plant.

4. Hackers are haunting your house.

Let’s start with your smart television: hackers can grab your account information, install a virus, or take over your webcam and microphone and stare at you while you scarf popcorn on the couch. Suddenly you’re sweating: the hackers have cranked up your thermostat to sauna levels. Next, the lights start flickering on and off. And finally, your smart door-lock, which uses Wi-Fi or Bluetooth, suddenly clicks open. As connected devices make our home lives more convenient, the paths of entry multiply from just the computer to everything in the house.

3. You could be shocked to death by your own pacemaker.

In 2006, about 350,000 pacemakers and 173,000 internal defibrillators were implanted in patients in the US alone. That’s also the year the Food and Drug Administration started fully approving wirelessly connected devices. Notorious hacker Barnaby Jack was scheduled to give a lecture on how to talk to and remotely take over these medical devices. This cyber attack is deadly: a hacker could stop a patient’s heart from 30 feet away. Jack passed away suddenly last week, but that doesn’t make what he discovered any less scary. He’s not the only one to have discovered vulnerabilities, either; security analyst Jay Radcliffe has been studying how bugs and viruses can seriously disrupt modern medical devices.

2. Hackers could take control of your car while you’re driving.

Car hacking is one of the biggest hacking trends of the year

Car hacking has turned out to be one of the biggest hacking trends of the year. Hackers can break into your car remotely or sneak in to tweak things under the dashboard. You might be driving and find that suddenly your brakes don’t work, or your wheel starts jerking, or your display is showing the fuel tank is full when it’s actually empty. Charlie Miller, security researcher at Twitter, and Chris Valasek, director of security intelligence at IOActive, recently demonstrated these terrifying feats with Forbes reporter Andy Greenberg behind the wheel. Four other teams will be presenting car-related hacks at Def Con, including exploits for vehicle security and driverless cars.

1. You’re being hacked by the government.

The US is becoming a dystopian surveillance state. Or at least, that’s how the hackers tell it. The government is no longer content to request data from private companies, demanding backdoor systems that afford unfettered, real-time access. The government even has a team of hackers in Virginia prepared to hack American citizens, says Chris Soghoian, senior policy analyst at the American Civil Liberties Union. "While politicians are clearly scared about hacks from China, our own law enforcement agencies are clearly in the hacking business," he writes.

Not only is the government monitoring citizens, as we learned during the PRISM debacle, it’s also not doing anything to stop private parties from doing the same. The government’s contemptuous attitude toward civilian privacy is what prompted Def Con organizer Jeff Moss to publicly request that federal agents not attend the conference this year. Malicious programmers can do a lot of damage, but hackers would argue that systematic monitoring by an entity as powerful as Uncle Sam is a much bigger concern.

31 Jul 15:13

Bizarro Back Issues: The Weirdest Superman/Batman Team-Up Story Ever (1968)

by Chris Sims
firehose

comics, everybody

Look: I have read a lot of weird old DC comics. It’s kind of my thing. But the great thing about them is that no matter how crazy they get, every time I think I’ve seen the weirdest thing that comics have to offer, they always somehow manage to top themselves. Case in point: a Cary Bates/Ross Andru/Mike Esposito classic from 1968 that has somehow managed to outdo every other comic I have ever read. I realize I say this all the time, but this is, without question, the absolute balls-out craziest comic I have ever read.

Seriously, folks, I’ll go ahead and tell you right now that Batman casually mentions owning a time machine in this one, and as far as weird stuff goes, that’s not even in the top five.

Today’s strange tale goes by the title of “The Hunter and the Hunted,” and it originally appeared in the pages of World’s Finest #181 during Cary Bates’s tenure as one of DC’s top writers. I love Cary Bates. Like Jim Shooter before him, he was one of the teenage wunderkinds that DC, submitting (and selling!) cover ideas to the company starting at the age of 13, and getting hired for full scripts before he was old enough to vote. He’s probably best known for a tenure on The Flash and Barry Allen’s exhaustingly long murder trial, but he was all over those books throughout the ’70s and ’80s, introducing plenty of bizarre concepts like Terra Man, a time-lost cowboy who was abducted by aliens and came back to Earth to fight Superman. You know, as one does.

This story, however, makes all of those ideas seem downright mundane.

It opens up in the offices of the Daily Planet, where mild-mannered reporter Clark Kent (Spoiler Warning: he’s actually Superman) gets a message from the supercomputer that he keeps in the Fortress of Solitude that’s always running probabilities on dangerous situations. That’s something that we all know Superman has, right? Well, apparently when he was programming it, Superman decided that it would be best of his computer issued its dire, life-or-death warnings in the form of cryptic omens, because all it tells him that he better get his ass to Mars for the next 24 hours.

Okay, fine, it’s a little more detailed than that:

Superman decides to take the computer’s advice, so after leaving a note in the Batcave — and not, I should note, volunteering to help his best friend who has no superpowers whatsoever get off the planet — Superman heads out to an extremely depressing weekend on Toron, a “dead world” whose entire population was killed a hundred years ago.

Batman’s plan is even crazier.

After reading the note, he decides that it’s best if he travels incognito. He puts on a disguise that’s good enough to fool both Robin and Alfred, and then leaves… in the Batmobile.

The futility of putting on a disguise and then driving away in an extremely distinctive rocket car that everyone knows he owns is a moot point, though, because that’s only the first part of Batman’s plan. He obviously can’t fly to a dead world and hang out there for a weekend, so instead, he just decides to go drop himself into his time machine.

Oh, by the way, Batman owns a time machine.

This, at least, makes a little bit of sense in context: Silver Age Batman was always having time-travel adventures thanks to Professor Carter Nichols, although it usually involved hypnotism and astral projection and not, you know, a weird cage made of chickenwire. This raises its own question, though: If Batman needs to not be around for 24 hours and owns a time machine, why not just send himself 24 hours into the future? That seems pretty foolproof, but instead, he just hits random and presumably hopes that he doesn’t drop into the middle of a nuclear war or a time before the Earth could support life.

Son lives dangerously.

Unfortunately, it’s not enough to keep them safe when the living embodiment of disco music shows up with his weird-ass seeing-eye space dog and starts teleporting through space and time to find them.

Superman is easy enough to find thanks to the super-scent he’s been leaving all over the fortress, and the mysterious man and Zyr the Space Dog teleport right to Toron and ask him to come along. Superman finds that he can’t say no, and so he joins them as they teleport once again, this time through space and time, to find Batman performing at a circus in 1896:

Let’s all pause a moment here and savor the fact that Batman is wearing a costume on top of his costume.

Batman finds himself similarly unable to resist the mysterious teleporter’s powers, and agrees to come along as well, and this is where things start to get weird. The World’s Finest team is teleported once again, this time to the oval planet of Orr — specifically, the capital city of Azib, where they notice that there are no forms of transportation, because everyone there has the power to teleport.

Batman karate chops the man who still hasn’t given his name and the heroes make a quick break for it, only to find that Superman has lost his ability to fly. Reduced to hoofing it, they dash through the streets of Azib, finally ducking into a weird house that appears to have been prepared for them:

Once inside, they end up battling a robot because we’re 11 pages into this story without Bates’s contractually obligated super robot battle, but even that turns out to be a test to verify their identities. The people of Orr are satisfied that Batman and Superman are who they say they are, which means that finally, at long last, it’s time to figure out just what the hell is going on here.

First, Mr. Disco finally reveals that his name is Kralc, and introduces the gorgeous Yllas to be their guide. She reveals that they’ve been summoned to Orr because a recent archaeological find has revealed them to be the progenitors of their race.

Weird. I didn’t even know they were dating.

They’re called upon to once again prove their identities, so Superman puts on a flashy show of powers and Batman straight up chokes a dude out with a gogoplata in the center of the ring, which seems to satisfy everyone. There’s a big ceremony where the heroes are awarded “Ribbons of Supremacy,” but the whole thing is still pretty confusing for them. How can they be founders of an entire society on a planet they don’t even remember visiting?

To find out, they break into the museum, and when they discover a bunch of square wheels and backwards signs, it all falls into place. See, Orr isn’t actually Orr at all. It’s Bizarro World, a million years in the future once the planet has shifted from a cube to an oval and the Bizarros have evolved into a race of normal people, except that they can teleport through space and time and also put curtains on the outside of buildings.

Go ahead, scroll up and look. I’ll wait.

Now that the mystery has been solved and we are all aware that that Superman and Batman have been teleported through time and space by a mind-controlling future-Bizarro and his dog (did I mention they have mind-control powers and that Superman never lost his ability to fly, they just made him think he couldn’t fly anymore?), the heroes are finally ready to blow that pop stand and go back to Earth. But how?

Simple: They just start acting like complete dicks.

Yes, once again, negging a pretty girl solves the problems of America’s superheroes, and they’re teleported back to Earth, with the planet Orr never to be spoken of again.

That’s probably for the best.

31 Jul 15:04

A Family Recipe for Elderflower Cordial via Dublin

by Christine Chang Hanway
firehose

via saucie
edible flowers + homemade cordial + cute doggie = TAL

Our friends at Makers & Brothers, Jonathan and Mark Legge, like to keep things in the family. But they've generously shared their mother's recipe for elderflower cordial syrup, the basis for a delicate, old-fashioned floral drink beloved in Europe but little-known in the US. The Legges have also agreed to reveal their secret source for elderflowers (word of warning: you may have to travel to Dublin for the full experience).

"Elderflower cordial has always been a favorite in our family; everybody from our granny to our dad loves the stuff. We learned from our mum, who has been making it for us since we were tiny," the brothers say. "To us it is the taste of carefree, long summer days."

Makers & Brothers' Elderflower Cordial

• 25 flower heads (be sure to use elderflowers; they grow in large clusters and each constitutes a head)*

• 3 lbs cane sugar

• 2 oz lemon juice

• 1 1/4 quarts boiling water

• 2 lemons (zest and slice)

*Elderflowers are white blossoms that bloom in June on elderberry tree shrubs also known as elders. They grow in temperate to subtropical regions, and are commonly found in the UK and Europe, as well as just about all over the US: this USDA map shows where elderberries thrive stateside.

To see how it all comes together, follow the instructions below.

Photos via Makers & Brothers

Above: Begin by finding elderflowers in bloom. 

Above: The Legges' source unveiled: "We climb the walls into our local ruined abbey." For more clues, visit the Makers and Brothers' Shed, the Legges' shop in Abbey Court, in Blackrock County, Dublin, and they'll point the way to the abbey.

Above: Elder branches against the blue skies of Dublin. 

Above: The elderberry's flowers grow in large heads; each of the individual flowers has five petals.

Above: An oval willow basket woven by Kathleen McCormick gently holds the elderflowers.

Above: Domino, the Legge family dog, guards the day's pickings.

Above: The ingredients are ready to go.

Above: It's a good idea to shake out the elderflower heads, in case there are any little creatures hiding inside. Base stems can be left in place.

Above: Add sugar and lemon juice to a large mixing bowl, and pour in the boiling water.

Above: Stir until the sugar dissolves.

Above: Drop in the lemon slices and zest.

Above: Add the elderflower heads.

Above: Gently stir it all together with a wooden spoon. Then cover and allow to steep for 24 hours. 

Above: Strain the infusion through a fine sieve and pour the liquid into a decanter—shown here, a Carafe and Glass Set by Jerpoint Glass. To serve, dilute the cordial to taste with flat or sparkling water and lemon slices. Or add to a gin and tonic, a vodka and soda, or even Champagne. Then raise a toast to the delights of summer.

Homemade cordial is, of course, the ideal (as is clambering around ruins to gather the flowers), but you can also buy a 500 ml bottle of Belvoir Elderflower Cordial for $8.50 from Jolly Grub.

We've got more easy summer drinks recipes to try, including a Hibiscus and Lime thirst quencher, Lavender Soda, and Summer Goddess Sun Tea with Chamomile Syrup

Stateside, Tama Matsuoka Wong forages for elderflowers, too. See: Foraging for Dessert.