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The PopSci Flash Arcade
Mon, 06 Feb 2012 10:32:20 -0500
Five web-based games—all playable right here—that are redefining the way we have fun with video games online
In our February issue, Popular Science explores the Future of Fun. Here on PopSci.com, we've teamed up with the video game experts at Kill Screen to bring you a week-long special feature exploring the unexpected ways we have fun with games today—and how what's even considered a "video game" is ever-changing.
In our first feature this week, Kill Screen's Filipe Salgado pulls together five web-based Flash games (all playable right here) that showcase this new creativity.
On November 8th, 2011, Activision released the latest entry in the popular Call of Duty series, Modern Warfare 3. It sold 6.5 million copies in its first day, and stands as the highest-grossing entertainment launch of all time. The game was well received, but in almost every review a lack of innovation is brought up. The game iterates instead of innovates. It still remains a military shooter set in a present-day conflict. Its look and the way you play it remain largely the same as its predecessors. Big explosions and big setpieces, like videogames Michael Bay would make. And why change? With a budget in the millions, there is little room for experimentation. Game makers have found a recipe that sells well. Deviating from it can only hurt.
While big-budget games get further entrenched in big returns and big budgets, a lot of innovation has shifted to the internet. Developers, by themselves or in small teams, have turned the small scale of the browser into an asset, creating little Flash-based distractions that don't have to worry about commercial viability, and that innovate excitingly, either through theme, subject matter, or game play. They work outside the system. And the best part? They're all free.
PoleRiders
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If you don't know Bennett Foddy by name, perhaps you've played his games, or at the very least, had an overzealous aunt forward you the link. The Oxford professor's first game, QWOP, has been played by millions. While walking is one of the most basic activities in a typical game, QWOP turns it into a daunting challenge. You play a track runner, and use four keys to control each of his calves and thighs separately so he can move down the track. It's even harder than it sounds.
His latest project, PoleRiders, is a two-player game involving competitive combat pole vaulting. A ball is suspended above the players' heads. The goal is to pole vault and hit it into the opponent's castle to score a point. Another case of easier said than done. The left and right keys control the players legs, but up and down control the pole. The fast and frantic play harkens back to competitive arcade game classics like Joust. The counter-intuitive controls create panic and chaos enough that newcomers can laugh with their friends when they accidentally land on each other's pole, and that seasoned players can enjoy as a genuine game of skill.
"It's definitely true that mainstream videogame publishers have made a radical, drastic push towards making games easier and less frustrating." But Bennett Foddy has been frustrating millions of players for years.
"I think of my games as being incredibly hostile to the player, but I hope they are also respectful of the player." says Foddy. "For me personally, frustration is part of what I want out of a game. Without that slowly building feeling of frustration, and subsequent relief, there would be no sense of mastery. And that sense of mastery is, I think, one of the most valuable things a skill-based videogame can offer the player."
Sweatshop
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Flash games have the ability to tax not only a player's skill, but also a player's principles. In Sweatshop, an educational game from Littleloud, you place workers on the assembly line to make clothes. Water coolers and repairmen are costly necessities to be placed sparingly. Your desire to save money and get a high score puts your workers at risk. As time goes on you start to realize that the urge to do well in the game is at odds with your compassion.
Oiche Mhaith
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Oiche Mhaith, by developers Terry Cavanagh and Stephen Lavelle, has you playing a young girl. Her mother is overbearing and abusive, her father ignores her, and her dog doesn't like her. When she retreats into her room, she takes out the abuse onto her pet doll. When her family dies, she tries to resurrect them using a computer program. Following the girl's wishes, we're complicit in her quest. Even if we think she's better off without her awful family, playing the game makes us accomplices in the cycle of abuse she's a part of.
Both Oiche Mhaith and Sweatshop ask the player to take an active part in something they might object to, just to progress and get some closure. These games aren't as disposable as simple games of desktop solitaire. Although they take as much or as little time, they cannot be shrugged off as casual diversions. They make you think about them long after you've finished playing.
One Chance
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One Chance, by the artist "Beans," also deals with mature subject matter, but allows for more freedom. Many games offer moral choices, but the choices themselves tend to feel simplistic and flatten morality into an easy and obvious good-and-evil pet-or-kick-the-puppy dichotomy. One Chance's choices are more ambiguous. You play as a scientist who ends up creating a lifesaving vaccine with an unforeseen deadly side effect. Each day you're given a choice of what to do. You can walk to your car and go to work. Try to work on a cure that might not come? Spend time with your family? Have an affair with a co-worker? All the choices are tinged with the underlying question: how would we spend our last days on earth?
Another problem with moral choices is that restarting a game can undermine their impact. Uniquely, One Chance doesn't allow players to restart. Try playing again after reaching an ending and you find that it's not possible. Whatever ending you received the first time is the ending you're stuck with, its static image lingering every time you try to restart the game.
Realm of the Mad God
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Years ago the thought of creating an independent massively multiplayer game would be laughable. It was a genre reserved for the big leagues. World of Warcraft, the most popular massively multiplayer game, has over 10 million subscribers, with each player paying a monthly fee, and has been the subject of a South Park episode.
When Rob Shillingsburg and Alex Carobus started Wild Shadow Studios after leaving Google in 2007, they decided to go big right away with Realm of the Mad God. Big studio games like World of Warcraft or Everquest demand large amounts of the players' time to learn all the nuances and methodically increase characters' power. Shillingburg and Carobus wanted to make their game as easy to get into as possible.
"We picked Flash as the client platform for two related reasons. First, it had the greatest reach: 99 percent of computers have Flash installed (compared to 73 percent for Java, for example). Second, it runs in the browser so players could simply navigate to a web page and start playing. There was no need for any software to be installed on the user's computer." Carobus says.
The game is also tremendously flexible. Anybody can play the game right away. It plays fast too, with arcade-like controls and less reliance on grinding, or repetitive gameplay, to advance a character. Characters die and stay dead. If World of Warcraft is a long marathon, Realm of the Mad God is a sprint. All of these features go against the conventional wisdom of the genre, which demands a slow and steady approach, yet they have been able to attract and keep an audience.
Carobus says, "WoW is like a Hollywood blockbuster. It has a huge budget and a huge number of people working on it and generally polishes and revises an established formula until it is very refined. RotMG is like an indie movie. We have a tiny budget and small number of people so it may not impress with its special effects, but competes instead by showing you something you haven't seen before. "
Like all of these developers, Wild Shadow works in the shadow of the big developers. But their small scale makes them agile, able to try new things and offer unique experiences. That, rather than following in the footsteps of Hollywood-style behemoths, may be the direction to the future.
The Future of Fun Is Repetitive Drudgery
Fri, 03 Feb 2012 17:13:12 -0500
Look at this video game. It's a great motivator to keep your monitor spotlessly clean -- go on, get your chemical-impregnated microfiber cloth and give it a wipedown right now -- but is it actually fun? I contend not.
Next week on PopSci.com we investigate, adumbrate, and celebrate the Future of Fun, including a tour of modern playgrounds, an online arcade of the most innovative games you can play in your browser, and yes, the contention that fun is becoming more and more quotidian and effortful as it gets repurposed for dubious utilitarian ends.
(After playing for an hour, my score is now averaging under 3 seconds on Where's the Pixel -- can you beat that?)
See you next week.
Gallery: The Playgrounds of Tomorrow
Mon, 06 Feb 2012 10:06:03 -0500
83-Year-Old Woman Gets the World's First 3-D Printed Jaw Transplant
Mon, 06 Feb 2012 12:57:59 -0500
A titanium jaw, made to order
A European octogenarian is the recipient of the first-ever 3-D printed jawbone, made of titanium powder that was sintered together one layer at a time. The recipient regained her ability to speak a few hours after the surgery, Belgian doctors said Monday. It could pave the way for a new wave of 3-D printed body parts — maybe not full organs yet, but certainly bones or joints.
The 83-year-old patient who received the implant had developed a chronic bone infection in almost her entire lower mandible, and doctors removed it rather than risk reconstructive surgery, according to LayerWise, the Belgian company that built the new jawbone. Doctors and 3-D printing engineers designed an entirely new jawbone to fit the patient.
It is a pretty complex design, with dimples to increase the surface area, holes to promote muscle attachment and grooves to direct the regrowth of blood vessels and nerves.
Once the team designed the jaw, it was just a matter of sintering it together, according to LayerWise. A high-precision laser heated titanium powder particles to melt them together in successive layers. It took 33 layers to build just one millimeter, so the whole jaw consists of thousands of layers, BBC reported. Doctors coated the jaw in a biocompatible ceramic layer and attached it to the woman’s face in a four-hour surgery. That’s one-fifth the time it would have taken to perform a reconstructive surgery using the patient’s own mouthparts, BBC said. It weighs 107 grams, which is one-third heavier than her previous jaw, but doctors said she’ll be able to get used to it.
Doctors performed the surgery last summer in the Netherlands but it was announced today. "Shortly after waking up from the anesthetics the patient spoke a few words, and the day after, the patient was able to speak and swallow normally again," said Dr. Jules Poukens of Hasselt University, who led the surgical team. The woman went home after just four days.
She has to have follow-up surgery to attach a dental bridge and some false teeth, the BBC said.
[via Engadget]
Cool Plasma Torch Kills Germs on Raw Chicken
Fri, 03 Feb 2012 12:04:31 -0500
We've seen the plasma beam toothbrush, where a blast of room-temperature plasma destroys plaque and bacteria in your mouth. Now researchers at Drexel University have applied the technology to raw chicken and found that the gentle blue blast of ionized matter effectively removes pathogens on the poultry's surface.
When raw chicken breasts had a normal amount of pathogens (Salmonella enterica and Campylobacter jejuni were the culprits that were tested), the plasma almost completely eliminated them. The technology is still too expensive to fit into the highly streamlined production lines that bring skinless, boneless, sanitized poultry to your table, but -- not least because it is equally effective on antibiotic-resistant strains of bacteria -- the proof of concept is an intriguing one.
The researchers suggest that the treatment could significantly increase the shelf life of raw meat by removing microorganisms responsible for spoilage. They don't mention, though, the first idea that popped into my mind: delicious chicken sashimi.
State of Play: The World's Most Amazing Playgrounds
Mon, 06 Feb 2012 14:07:56 -0500
Architecture and design firms are remaking the playground in ways you'd never expect
Playgrounds are competing for kids’ time and losing. Nearly 25 percent of children ages 9 through 13 have no free time for physical activity, and a child is six times as likely to play a videogame as to ride a bike. The playgrounds of tomorrow must offer something that even the most enticing virtual offerings cannot: real spaces that look at least as amazing as anything virtual. Architects and design firms are remaking the playground by taking virtualization head on. These spaces are complex and engaging, and some even have buttons to push.
A Modern Super Bowl Sunday Is Nothing Without Puffed Cheese-Flavored Snacks
Fri, 03 Feb 2012 15:47:58 -0500
Here's how to make your own, with just three kinds of food starch
The creators of Modernist Cuisine are getting ready to watch the big game just like anybody else: infusing water with cheddar cheese, blending an emulsified sauce with engineered tapioca starch, and deep-frying delicious snacks for all to enjoy.
Chris Young and team have made the Wylie Dufresne-inspired recipe available on their site, and it looks delicious. You mix the cheese-infused water with starches to make a paste, which you then dry and fry till puffy. ("The residual water expands 1,600 times in volume as it turns to steam, forming bubbles in the gel that harden when cooked.") Meanwhile you've made a cheese sauce, and turned it into a powder using a miraculous ingredient called N-Zorbit which turns oils into fluffy dust. The latter gets dusted on the puffs, and the game is on.
[Modernist Cuisine]
Augmented Reality Will Help Future Astronauts Perform Surgery on Each Other
Mon, 06 Feb 2012 15:29:36 -0500
Astronauts traveling to Mars or other distant destinations will face all kinds of medical problems, but rocket science isn’t surgery. And vice versa. A new augmented reality system could help astronauts take care of each other, overlaying computer graphics over a real patient to guide diagnoses or even surgery. It could even improve telemedicine in developing countries or remote spots.
For now, the Computer Assisted Medical Diagnosis and Surgery System, CAMDASS, only works with ultrasound, which is already available on the International Space Station. But the goal is to use it for any biomedical procedures future astronauts might need, according to the European Space Agency.
CAMDASS users don a 3-D display headcam, which includes an infrared camera to track the ultrasound device. Markers placed on a patient’s body denote sites of interest, and the system recognizes the patient and calibrates the display according to the CAMDASS wearer’s vision, an ESA news release explains. The headset displays little floating cue cards in the wearer’s field of vision, which match up with the markers on the real patient. Aligning the markers helps the user position the ultrasound probe, or whatever other device is needed. Then reference images show what the CAMDASS wearer should be seeing.
The ESA tested a prototype of this device with medical and nursing students, paramedics and Belgian Red Cross workers at Saint-Pierre University Hospital in Brussels. The CAMDASS testers could perform a “reasonably difficult” ultrasound procedure without any other help, the space agency said.
Augmented reality can be pretty fun to play with, but the practical applications of a real-life informational overlay are limitless. This is one reason why DARPA wants AR contact lenses that would require no bulky headgear. We've even seen an AR concept in which a would-be home mechanic can learn how to repair a car.
Similarly, this ESA device could be useful long before anyone takes it to Mars. It could help improve diagnostics in developing countries, for instance, or in remote locations like Antarctic research stations. Workers there have had to complete their fair share of self-diagnostics. The ESA now wants to conduct further tests.
Gallery: the Brand-New High-Tech Rainbow Warrior
Mon, 06 Feb 2012 15:48:48 -0500
Video: PopSci's Favorite Japanese Fembot Gets a Modeling Job at the Mall
Fri, 03 Feb 2012 10:10:09 -0500
Add 'mannequin' to the list of jobs being replaced by robots
In this economy, a job is a job. And while we await the day that we can hire our robot companions to handle our household duties, humanoid semi-celeb Geminoid-F is exploring other possibilities at a Takashimaya department store in Tokyo. Here, Geminoid is blazing a trail for androids everywhere by taking a job in a storefront window to see how the humans passing by respond.
The idea, according to Geminoid-F’s creator, is to see how people respond to an android in the window rather than the usual mannequin. Mannequins, after all, are static and don’t show off clothing in a real-world, kinetic way. Ideally a store would have live models in their displays, but that’s simply impractical. But he thinks androids can fill that role admirably, interacting with passersby while showing off clothing worn by a real human analog.
So Geminoid-F sits there coyly, acting as though she’s waiting for a friend. She’s programmed with emotions and 65 different actions triggered by her sensor data. She doesn’t speak to anyone, but occasionally she will look up at viewers, and perhaps return a friendly smile. But mostly she just ignores you and stares at her mobile device. These robots are getting more and more realistic all the time.
[DigInfo News]