Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Thursday, January 28, 2010

Some more lucid-dreaming experiments

An interesting discovery - While I know that falling asleep in partial light triggers longer, more vivid and better-structured dreams (with correspondingly far high chances of taking control), it appears that the light needs to be present only at the point of falling asleep; yesterday's experience couldn't have been longer than half an hour, yet the memory lasted far longer. 
Which raises an interesting point - after the REM phase, what is the mind doing? Building dreams triggered off in the light-triggered REM? For the entire night? Or is the REM phase the start and finish of the dream, with the mind switched off for the rest of the time? That won't explain the intermeshing of the real world into dreams - like alarms, people shaking you awake, other noises that awaken you, or even the screaming nightmares at 3 AM (long after REM is done)... or are these cases of an REM phase restarting, or persisting? 
Needs more research. 

An interesting aside - videogames (or any kind of games) are naturally predisposed to be dream-matter because the subconscious recognizes the rules it plays by - and superimposes those rules, controls, and imagery (skins, if you will) in a manner that I guess is very similar to what the games themselves use - databases, scripts, CSS and skins. 
Last night, for instance - was a dream about what combination of tactics in my Dragon Age characters would work best in various combat situations. The healer at a distance, pumping up the fighters; the tank to distract unwelcome attention from the healer; the mage to target and incapacitate the bosses temporarily while the weaker enemies are disposed of, etc. And since a videogame is essentially an artificial-reality construct, it was a dream about a dream. 
And the game in question is about a main character who's been trapped in a lucid nightmare herself; so it's a dream of a dream of a dream. LOL. 

Monday, May 19, 2008

game on!


My TV table has started resembling my PC room - enough cabling to build a fully functional elephant hammock, and LEDs that, if not the bridge of the Enterprise-D, are at least good enough for the Reliant.
Borrowed a PS2 and picked up a second joystick, discovered a new (good) games supplier, and I'm all set for the summer vacations, had I had any. Man I miss summer vacations. Nothing I want more than, not much, just a few weeks of AC, PC, PS2, and gametime.
Do I buy a PS3? or an Xbox? Am beginning to see the benefits of a dedicated gamesystem - consoles let you switch onto a game instantly. No bootups, no switching off inessential apps, no messenger windows popping up, and no Blue Screen Of Death. On the other hand... I do need to buy an engagement ring.
Decisions, decisions...

Roommate has acquired a 3-DVD set of Mr Bean, and we have just the single TV.

I'm also converting every plugpoint into a lethal firetrap, begging for a short. Pray with me, as I appease Raiden.

Tuesday, March 04, 2008

Gaming - the next level



Most probably a hoax, but lookit the completely awesome concept. Reality Gaming.

Game puts player into trance, then evil mastermind game coordinator puts player into game. A zombie FPS is replicated in real life in a warehouse, and knocked-out players are put in. Watch them wake up, the completely disbelieving 'this-is-not-happening' look slide into near-madness when the zombies start making their appearance.

Also says a lot of how people react. It took him just a few seconds to start shooting at the people. I can't even say he's adapting to the situation because he's not taking the classic approach to zombies as popularized in hundreds of movies - i.e., zombies can be disposed of by removing the head or destroying the brain - but not a single headshot do we see. He's just opening full-on fire at anyone and everyone. Including the game coordinator, despite his obviously non-zombie look.

Maybe there is some truth in the studies that correlate violent behaviour to games; sadly, one more thing that come through all to clearly is how educational content - removing the head or destroying the brain - tends to be completely discarded in stressful situations.

Monday, March 03, 2008

gamers: catchin 'em young!


The kid on the left must be, what, three? Four, max? His head is at the same level as his controller... and he still drives better than me, with a twenty-five year head start.
The boy has a future, mmm?
Not to miss the sibling rivalry at play; the elder one on the right hogs the Xbox, while the younger is fobbed off with a PS2.

Tuesday, February 26, 2008

Going Postal 2.0


Can't remember the last game that made me fall off my chair laughing, ROTFL. After the failure of Quake Wars, Carmagaeddon, and Manhattan Project, I was fairly skeptical of even getting this to work... hah! Worked first time, as a pleasant surprise. No codes to hunt, cracks to download.
[Current score: Colaba Pavement 3, uTorrent 2.]
The graphics are a bit old; I remember playing the original 2D Postal back in '95, so this can't have been too far ahead, though the responsiveness of the Unreal engine is awesome. But it's a laugh riot because of the twisted, fast, and completely bonkers sense of humour that it overflows with.
'Save a Tree, Burn a Book.'
'Did you place an offering in the Donation Box? Then you are Forgiven.'
The ability to stick your shotgun up a cat's bum to use as a makeshift silencer.
The only, and repeat, ONLY, game in history I have played where I can pee on people.
The Church or Our Lady of Infinite Avarice, disgorging boomstick-toting priests to take on Osama clones.
Me getting captured by hillibillies and waking up... in the Gimp's leather suit, in his trunk.

The physics engine isn't up to HL2 standards, sadly; if you kick a corpse, there's a good chance it'll stick halfway in a wall, straight-edged and angular, until kicked again, and the 'rag-doll' effects are bit too ragdoll. Bloodsmears too smeary. Textures crude.
But is still so totally awesomely rocks. When will they build the next version with the HL2 engine?! :)

Though on a serious note, it kind of gets you thinking. This game is violent, disgusting, bloody, and disrespectful. And it's precisely for those reasons that it'll be loved by it's target audience. Even the protestors, most of the time, object on the basis of an idea, or a principle. A stereotype. Games are bad, they make you mad.

Does the human psyche actively seek out violence? Since the Deterrence principle effectively stopped war for the First-world nations, and now all nuclear nations, crime rates have been rising. I don't know if it's been directly since then, but it's close enough. Is crime - and all other forms of both real and virtual violence - a direct expression of the need to fight, and frustration at not being able to?

In primitive cultures, kids start fighting by fifteen. In more advanced societies, it's later, but the promise - and conditioning - begins from much earlier. It's only now, in the developed countries, that kids grow up knowing that, in a legitimate, socially acceptable way, fighting - violence - is not permitted, and never will be. Does that block off some outlet, some safety valve?





Notice how the US homicides graph spikes with the end of the last major war the US was involved in? I guess we'll know for sure when VR tech advances to the point that virtual violence is indistinguishable from the real. If actual crime rates drop - I'm vindicated.

In the meantime, I continue to go on a murderous citizen-hunting spree... and it's only Wednesday.

Friday, February 01, 2008

Runaway 2


Basically a glorified puzzle-solving game where you need to discover the sequence of using items found, talking to people, and picking up on past clues. What I really liked about this was the intensely rich, immersive experience - from music, to background sound, to conversations, accents, situations, and the extremely... fantasy-type feel. A sense of somewhere, somehow, this can happen, and a sense of being part of a bygone age and place that was fun, adventurous, and relaxed. In fact, everything that a Catalina stands for. Every time that flying boat has entered my life, these are the feelings it brings - from Duck Tales, to Commando comics, to Indiana Jones, to Tales of the Gold Monkey. Wonder if there's a message in the pattern?
At a stage right now where the story's becoming... interesting. I've outsmarted a drunk monkey, a dyslexic marine, befriended a nymphomaniacal waitress, impersonated a top secret government official, brought a cockatoo back from the dead, desecrated a witch doctor's grave, stolen a toy from a child, helped a Hawaiian kahuna rediscover his roots, taught an australian surfer to surf without waves, taught a genius idiot-savant to speak again and learn dentistry, unlocked an alien portal, and am currently avoiding a psychotic killer and a megalomaniacal renegade colonel.
The characters are awesome. Kordsmeier has references to god knows how many megalomaniacal colonels from Hollywood lore. Platoon's Sgt. Elias Grodin, Forrest Gump's Lt. Dan, Apocalypse Now's Col. Kurtz and Lt. Col. Bill Kilgore. A dead Indiana Jones makes an appearance, as does an aged Baloo in a human avatar. Ehrich von Daniken is profoundly present, and a tropical Area 51. This is where it scores over Myst - Myst was too abstract, too alien, too unfamiliar. Here, you can use what you know from modern-day legends. It's an awesomely entertaining experience, and you do need to use your brains.
Let's see what happens next...

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