Destroy All Monsters

There has recently been some fuss around the change in the Open Gaming License of Dungeons & Dragons. So here is a nice story about D&D and its history, Destroy All Monsters.

D&D is a game for people who like rules: in order to play even the basic game, you had to make sense of roughly twenty pages of instructions, which cover everything from “Adjusting Ability Scores” (“Magic-users and clerics can reduce their strength scores by 3 points and add 1 to their prime requisite”) to “Who Gets the First Blow?” (“The character with the highest dexterity strikes first”). In fact, as I wandered farther into the cave, and acquired the rulebooks for Advanced Dungeons & Dragons, I found that there were rules for everything: … It would be a mistake to think of these rules as an impediment to enjoying the game. Rather, the rules are a necessary condition for enjoying the game, and this is true whether you play by them or not. The rules induct you into the world of D&D; they are the long, difficult scramble from the mouth of the cave to the first point where you can stand up and look around.

All the (open) world’s a stage: how the video game Fallout became a backdrop for live Shakespeare shows

Free to roam through the post-apocalyptic game, one intrepid group has taken to performing the Bard. They have found an intent new audience, as well as the odd mutant scorpion

The Guardian has a nice story today about a Shakespeare troupe who are staging plays in Fallout 76All the (open) world’s a stage: how the video game Fallout became a backdrop for live Shakespeare shows.

It seems to me that this is related to the various activities that were staged in Second Life and other environments. It also has connections to the Machinima phenomenon where people use 3D environments like games to stage acts that are filmed.

Of course the problem with Fallout 76 is the performers can get attacked during a performance.

Germany lifts ban on Nazi symbols in computer games | CNN

Computer and video games featuring Nazi symbols such as the swastika can now be sold in Germany uncensored after a regulatory body lifted the longstanding ban.

CNN reported back in 2018 that Germany lifts ban on Nazi symbols in computer games. The game that prompted this was the counterfactual Wolfenstein II: The New Colossus that imagines the Nazis won WW II. To sell the game in Germany they had to change the symbols like the swastika as it is forbidden to display such symbols of “unconstitutional organizations.” Anyway, Germany has changed its interpretation of the law so that games are now treated as works of art like movies where it is legal to show the symbols.

This shows how difficult it can be to ban hate speech while not censoring the arts. For that matter, how does one deal with ironic hate speech – hate speech masquerading as irony?

The Royal Game of Ur: Play the Oldest Board Game on Record – The New York Times

For 4,600 years, a mysterious game slept in the dust of southern Iraq, largely forgotten. The passion of a museum curator and the hunger of young Iraqis for their cultural history may bring it back.

The New York Times has a story on The Royal Game of Ur: Play the Oldest Board Game on Record. A curator at the British Museum, Irving Finkel, connected the translation of a tablet with the rules with an ancient board game of which there were copies in museums (see picture above). More recently the game has been reintroduced into Iraq so that people can rediscover their ludic heritage.

The nice thing about the NYTimes article, beside the video of Finkel who has an amazing beard, is that they include a PDF that you can download and print to learn to play the game.

The article and Finkel’s video talk highlight how influential a game can be – how a set of rules can be a meme that helps rediscover a game.

‘I saw the possibility of what could be done – so I did it’: revolutionary video game The Hobbit turns 40 | Games | The Guardian

The developer of the text-adventure game on how, at 20, she overcame 1980s misogyny to turn a Tolkien book into one of the most groundbreaking titles in the gaming canon

The Guardian has a story on Veronika Megler who developed the innovative text (and image) adventure game The Hobbit (1982), ‘I saw the possibility of what could be done – so I did it’: revolutionary video game The Hobbit turns 40. She went on to get a PhD and now is principal data scientist at Amazon Web Services!

You can now play The Hobbit on the Internet Archive.

People Make Games

From a CGSA/ACÉV Statement Against Exploitation and Oppression in Games Education and Industry a link to a video report People Make Games. The report documents emotional abuse in the education and indie game space. It deals with how leaders can create a toxic environment and how they can fail to take criticism seriously. A myth of the “auteur” in game design then protects the superstar leaders. Which is why they called the video “people make games” (not single auteurs.) Watch it.

The Universal Paperclips Game

Just finished playing the Universal Paperclips game which was surprisingly fun. It took me about 3.5 hours to get to sentience. The idea of the game is that you are an AI running a paperclip company and you make decisions and investments. The game was inspired by the philosopher Nick Bostrom‘s paperclip maximizer thought experiment which shows the risk that some harmless AI that controls the making of paperclips might evolve into an AGI (Artificial General Intelligence) and pose a risk to us. It might even convert all the resources of the universe into paperclips. The original thought experiment is in Bostrom’s paper Ethical Issues in Advanced Artificial Intelligence to illustrate the point that “Artificial intellects need not have humanlike motives.”

Human are rarely willing slaves, but there is nothing implausible about the idea of a superintelligence having as its supergoal to serve humanity or some particular human, with no desire whatsoever to revolt or to “liberate” itself. It also seems perfectly possible to have a superintelligence whose sole goal is something completely arbitrary, such as to manufacture as many paperclips as possible, and who would resist with all its might any attempt to alter this goal. For better or worse, artificial intellects need not share our human motivational tendencies.

The game is rather addictive despite having a simple interface where all you can do is click on buttons making decisions. The decisions you get to make change over time and there are different panels that open up for exploration.

I learned about the game from an interesting blog entry by David Rosenthal on how It Isn’t About The Technology which is a response to enthusiasm about Web 3.0 and decentralized technologies (blockchain) and how they might save us, to which Rosenthal responds that it is isn’t about the technology.

One of the more interesting ideas that Rosenthal mentions is from Charles Stross’s keynote for the 34th Chaos Communications Congress to the effect that businesses are “slow AIs”. Corporations are machines that, like the paperclip maximizer, are self-optimizing and evolve until they are dangerous – something we are seeing with Google and Facebook.

Wordle – A daily word game

Wordle Logo

Guess the hidden word in 6 tries. A new puzzle is available each day.

Well … I finally played Wordle – A daily word game after reading about it. It was a nice clean puzzle that got me thinking about vowels. I like the idea that there is one a day as I was immediately tempted to try another and another … Instead the one-a-day gives it a detachment. I can see why the New York Times would buy it, it is the sort of game that would bring in potential subscribers.

Masayuki Uemura, Famicom creator, passes

I just got news that Masayuki Uemura just passed. Professor Nakamura, Director of the Ritsumeikan Center for Game Studies, sent around this sad announcement.

As it has been announced in various media, we regretfully announce the passing of our beloved former Director and founder of Ritsumeikan Center for Game Studies, and a father of NES and SNES- Professor Masayuki Uemura.We were caught by surprise at the sudden and unfortunate news .

Even after he retired as the director of RCGS and became an advisor, he was always concerned about each researcher and the future of game research.

 We would like to extend the deepest condolences to his families and relatives, and May God bless his soul.

As a scholar in video game studies and history, we would like to follow his example and continue to excel in our endeavors. 

(from Akinori Nakamura, Director, Ritsumeikan Center for Game Studies)

Emojify: Scientists create online games to show risks of AI emotion recognition

Public can try pulling faces to trick the technology, while critics highlight human rights concerns

From the Guardian story, Scientists create online games to show risks of AI emotion recognition, I discovered Emojify, a web site with some games to show how problematic emotion detection is. Researchers are worried by the booming business of emotion detection with artificial intelligence. For example, it is being used in education in China. See the CNN story about how In Hong Kong, this AI reads children’s emotions as they learn.

A Hong Kong company has developed facial expression-reading AI that monitors students’ emotions as they study. With many children currently learning from home, they say the technology could make the virtual classroom even better than the real thing.

With cameras all over, this should worry us. We are not only be identified by face recognition, but now they want to know our inner emotions too. What sort of theory of emotions licenses these systems?