Domain: aol.com
Stories and comments across the archive that link to aol.com.
Stories · 794
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The MySpace Generation
theodp writes "They live online. They buy online. They play online. Their power is growing. BusinessWeek reports on The MySpace Generation, aka Generation @, for whom being online is a way of life. Preeminent among the virtual hangouts is MySpace.com, who boasts 40 million members and claimed the No. 15 spot on the entire U.S. Internet. And in When murder hits the blogosphere, MSNBC reports on MySpace's sometimes surreal role in popular news stories." -
The Prodigy Puzzle
theodp writes "Once neglected, the NY Times reports that America's smartest children have become the beneficiaries of a well-organized effort to recognize their gifts and develop their talent. Programs like those offered by the Davidson Institute, run by Bob and Jan Davidson of Math and Reading Blaster fame, have sprung up to nurture the intellectual development of profoundly intelligent young people. But do we know how to identify the child whose brilliance might change the world? And do we really want to?" -
Is Wi-Fi Ruining College?
theodp writes "Over at Slate, Avi Zenilman has seen the real classroom of the future firsthand: Students use class time to read the Drudge Report, send e-mail, play Legend of Zelda, or update profiles on Facebook.com. But not to worry - replace laptops with crumpled notes, and the classroom of the future looks a lot like the classroom of the past." From the article: "... when Cornell University researchers outfitted classrooms with wireless Internet and monitored students' browsing habits, they concluded, 'Longer browsing sessions during class tend to lead to lower grades, but there's a hint that a greater number of browsing sessions during class may actually lead to higher grades.' It seems a bit of a stretch to impute a causal relationship, but it's certainly possible that the kind of brain that can handle multiple channels of information is also the kind of brain that earns A's." -
Amazon Gets Patent on Consumer Reviews
theodp writes "Review your local dry cleaner, pay $10 million? Among the three new patents awarded to Amazon.com this week is one that covers collecting reviews by letting visitors to a Web site fill out a form. Amazon.com spokesman Craig Berman said he couldn't speculate on whether the company would attempt to license its new intellectual property." From the article: "In one embodiment of the patent, the system sends consumers a message inviting them to write a review in a predetermined amount of time after the purchase. It's a method widely used by online retailers, including Yahoo Shopping. The patent also covers the method of tracking who returns to rate products by asking them to click on a unique link in an e-mail. But the patent even covers collecting reviews by letting visitors to a Web site fill out a form. " -
German IT Outfit Bans Whining
theodp writes "German IT outfit Nutzwerk Ltd has come up with the perfect solution to whining in the workplace - it's made cheerfulness a contractual obligation, advising those who don't measure up to the prescribed level of jollity in the morning to stay at home until they cheer up. The plan was prompted by a female employee whose constant complaining prompted the other staff to complain about her complaining." -
How Would You Improve SQL?
theodp asks: "It was the best of languages, it was the worst of languages. SQL's handy, but it can also drive you nuts. For example, if you want all 100 columns from a table, 'SELECT *' works quite nicely. However, if you want all but 1 of the 100 columns, be prepared to spell out 99 column names. Wouldn't it not make sense to provide a Google-like shorthand notation like 'SELECT * -ColumnName' (or DROP=syntax like SAS)? So how would you improve SQL?" -
Use of Student Plants to Pitch Products Rising
theodp wrote to mention a Seattle PI article about software and niche companies using college-age hucksters to get the word about their product out. From the article: "Microsoft is among a growing number of companies seeking to reach the elusive but critical college market by hiring students to be ambassadors -- or, in more traditional terms, door-to-door salesmen. In an age when the college demographic is no longer easily reached by television, radio or newspapers -- as TiVo, satellite radio, iPods and the Internet crowd out the traditional advertising venues -- a microindustry of campus marketing has emerged. Niche firms have sprung up to act as recruiters of students, who then market products on campus for companies such as Microsoft, JetBlue Airways, The Cartoon Network and Victoria's Secret." -
Why Haven't Special Character Sets Caught On?
theodp asks: "Almost forty years after Kenneth Iverson's APL\360 employed neat Selectric hacks to implement Special Character Sets to express operators with a single symbol, we're still using clunky notation like '<>', '^=', or 'NE' to represent inequality and cryptic escape sequences like '\n' to denote a new line, even though the Mac brought GUI's to the masses more than twenty years ago. Why?" -
National Academies on U.S. Science
theodp writes to tell us that the National Academies, the nation's 'leading science advisory group', is warning of the continued loss of America's competitive edge with regards to science in the global community. In a press release they call for the immediate increase of teachers and advanced research and development, citing that 'in 2001 U.S. industry spent more on tort litigation than on research and development.' The Committee includes, among others, Intel's Craig 'Don't Call Us Benedict Arnold CEOs' Barrett. -
Record Labels Unveil Greed 2.0
theodp writes "Unsatisfied with $2.49 ringtones and as much as 70 cents of each 99 cent iTunes download, Newsweek reports that record labels want a bigger cut of digital music profits. One example: If you type in 'Madonna' - a Warner act - at the Google Video site, and the results are accompanied by ads, Warner wants a share of those ad dollars." Even more ridiculous demands than those put forth in previous stories. -
USPTO Reexam Finds $521M Eolas Patent Valid
theodp writes "As predicted earlier on Slashdot, looks like the W3C goofed by shutting out the public and asking the Patent Office to base its reexamination of the Eolas Web Plug-In Patent solely on prior art promoted by Microsoft. The USPTO has reaffirmed the validity of the $521M patent, rejecting the W3C's prior art as deficient for not demonstrating the capability of ongoing real-time manipulation and control by the user. The USPTO also considered but rejected the prior art of the Viola Browser, which formed the basis for Microsoft's appellate argument. Ironically, Eolas' defense was bolstered by the arguments of its expert witness, 2005 EFF Pioneer Award Winner Ed Felten." -
Mobile Phone as Home Computer?
theodp writes "Citing millions of Japanese consumers as proof it can work, MIT's Philip Greenspun hasissued a call for comments on his hypothesis that the mobile phone can function as a home computer for a substantial number of consumers if it's paired up with an appliance that drives the phone from a full-size keyboard and display." -
The Slurpee at 40
theodp writes "Oh Thank Heaven for 7-Eleven! Slate reports on the 40th birthday of the Slurpee, which has frozen an estimated 6 billion brains and arguably provided the inspiration for Starbucks' Frappuccino, Dunkin' Donuts' Coolatta and Kwik-E-Mart's Squishee. Wikipedia has more Slurpee facts and links." -
20 Things They Don't Want You to Know
theodp writes "PC World spills the beans about a bunch of things technology companies would rather you didn't know, including the lowdown on exploiting Windows' bad security, unlocking cell phones, using an IPod to move music and useless specs." Nothing groundbreaking, but might be a good primer for the non-techie in your life. -
Amazon's Patent-Pending Price Checks
theodp writes "On Thursday, the USPTO revealed that Amazon is back at the patent trough, this time for a System and method for obtaining information relating to an item of commerce using a portable imaging device. Sounds an awful lot like ScoutPal, which drew raves from Amazon CEO Jeff Bezos, doesn't it?" -
Technology That You Loved from the 70/80/90's?
modi123 asks: "I was spending a large chunk last weekend watching VH1's I love the 80's: Strikes Back with a couple of friends. We would comment and laugh at all the dreadful things we were into, and then the topic shifted towards old tech and gadgets from then. I brought up my old 486 Packard Bell (DOS 6.0, Windows 3.1, Doom, all for $3700.00), and it spiraled out from there. The usual things cropped up: Nintendos, Sega Master Systems, Apple II Gs, and so forth. Then it delved into more weird items: Rob The Nintendo Playing Robot, HyperCard, cell phones with 50 lb batteries, and the pager craze. I am curious what the /. community remembers as their favorite technology from previous decades (be it 70's, 80's or 90's). Perhaps we can even chart a timeline if people toss in when they first remember it." -
Nintendo Patents Insanity
theodp writes "Nintendo scored a patent Tuesday for a Sanity system for video game, which covers causing a game character to hallucinate - e.g., see bleeding walls and hear maniacal laughter - as its sanity decreases in response to encountering a creature or gruesome situation." -
New 'Pentop' Computer To Help Children Learn
theodp writes "Educational toymaker LeapFrog is introducing the Fly "pentop" computer, a talking computer hidden within a pen the size of an electric toothbrush. Available in mid-October for $99 at Wal-Mart and Target, the device responds to written commands and is aimed at 9-14 year-olds who can use it as a calculator, a calendar, to create and record music, and to play logic and geography games." -
Spurned O'Reilly 'Foo' Camp Attendees Create 'Bar'
theodp writes "CNET reports on this weekend's Bar Camp, an open-source alternative to O'Reilly Media's A-List Foo Camp, which CEO Tim O'Reilly explains employs a "Bozo filter" to exclude undesirable attendees. -
Microsoft's Bold Patent Move
theodp writes "On Thursday, the USPTO disclosed that Microsoft has a patent pending for displaying numbers in a box to make them stand out. " Check out the images to see the power of this breakthrough patent. That's almost impossible to do without patents. -
Slashback: Start, Trash, Explain
Slashback tonight with more on the Microsoft start page project vis-a-vis Google's similar one, a wee $40 million slap on the wrist for Amazon over shopping-cart patent infrigement, new animals for the CodeZoo, and a strong denial that WikiPedia has announced a more stringent editorial policy. Details on these stories and more, below.
What's done is done, and in a certain order. MSN.com general manager Hadi Partovi writes:"A few days ago I read your Slashdot post about start.com.
Thanks for the note!
Thank you for the promotion :-). Meanwhile, I wanted to make sure you know that the work we've been doing on the start.com project actually predates the Google personalized page. I manage a tiny incubation team that has been building start.com since November, and it was first live on the Web in February, 3 months before Google released their personalized page. Of course we are missing some capabilities that Google has, and vice versa. It's a tight competition. But I'm emailing you because our team takes a lot of pride in its innovation. You may point out at a lot of place where Microsoft is following competitors, but if you track the functionality and UI changes that the companies have made over the past 6 months, this has clearly been a place where Google has been following Microsoft's lead.
(Our main engineer on the project has written a bit more about this to respond to your post.)
Anyway, I'm not sending this to be defensive. Heck, I have a lot of work to do to bring an innovation culture to the MSN organization and in many areas we have our work cut out for us. But I guess I want my small incubation team to get credit for being the leading innovators on this one small product :-)"
Always clean out the trashcan. dotpavan writes "The Register and Cnet have this report about Kai-Fu Lee not cleaning his recycle bin at his previous workplace and now MS has stumbled upon some interesting document, which shows that Google anticipated the MS move, and had planned top put him on a leave of absence or have him as a consultant to thwart any attempt of MS getting him back."
Amazon Settles Patent Suit For $40M theodp writes "In today's SEC filing, Amazon.com disclosed it will pay $40 million to settle an e-commerce patent infringement lawsuit that was reported earlier on Slashdot. The terms of the settlement also provide for dismissal of all claims and counterclaims and grant Amazon a nonexclusive license to Soverain's patent portfolio."
29+36 more = 65 vector drawing apps. Anonymous Coward writes "There were many useful comments made for 29 Vector Drawing Programs. After incorporating most of them, the revised column has 65 Vector Drawing Programs."
And each after its own kind. chromatic writes "As seen on the O'Reilly Radar and announced at OSCON 2005, CodeZoo now lists Python and Ruby components. CodeZoo is a human-edited directory of useful, well-maintained, and redistributable software components in various languages. (Slashdot previously covered CodeZoo's launch.)"
The chair recognizes Mr. Wales for a point of clarification. brajesh writes "There has been news on Slashdot and others about Wikipedia announcing tighter editorial control. It seems that everyone jumped the gun. Jimmy Wales, a founder of Wikipedia, has clarified his stance on the idea of freezing stable content on Wikipedia. Apparently, [Jimbo writes] 'I spoke in English, and this was translated to German. Then the German was translated back to English, and then translated again into the Slashdot story.' Also, 'There was no "announcement." We are constantly reviewing our policies and looking for ways to improve, but we have not "announced" anything. We don't even really work that way ... if you know how Wikipedia works, it's through a long process of community discussion and consensus building, not through a process of top-down announcements.' This has also been covered on Ars Technica."
Google Earth not a security risk after all. mister_tim writes "In a follow-up to yesterday's story about ANSTO's request that Google censor images of Australia's only nuclear reactor, the Australian government has now come out and said that Google Earth poses no security risk. Australia's Attorney General has come to the view, also noted by many /. readers, that the Google images have been available for several years from other sources and add nothing to the existing publicly available data. Chalk this one up as a victory for common sense." -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Power Up
cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.
This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.
The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):- What makes video games designed in Japan so phenomenally popular all over the world?
- How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
- How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?
To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.
After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).
To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.
From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).
Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.
His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.
Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.
His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.
However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.
Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.
And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.
In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.
More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.
The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.
Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.
Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.
You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page. -
Why Bill Gates Wants 3,000 New Patents
theodp writes "The NY Times looks at Microsoft's newly acquired passion for patents and wonders: What would Thomas Jefferson think if he were around to visit Microsoft's campus, seeing software patents stacked like pyramids of cannonballs? Jefferson might also be shocked by Microsoft's summer crop of patent apps, which includes Creating a note related to a phone call, Adding and removing white space from a document and Identifying when baseball is exciting. Gotta meet that quota of 60 fresh, nonobvious patentable ideas a week!" -
Amazon Seeks Web Services Patent
theodp writes "CNET reports on Amazon.com's latest attempt to make inroads into consumers' wallets, a patent-pending online marketplace where consumers search and pay for Web services. The patent application describes a world in which Amazon collects fees from Web Service Providers who charge $500/month for AAA Street Maps, $200/month for driving directions, and $0.01/use for weather and human genome maps." From the article: "Amazon also notes its marketplace technology seeks to address the lack of easy-to-use methods for collecting consumers' Web services payments, as well as to provide Web services companies with ways to manage and monitor their offerings. In its role as an intermediary for the marketplace, Amazon would collect a fee from companies providing the service." -
Microsoft Frowned at for Smiley Patent
theodp writes "ZDNet UK reports on criticism of Microsoft's attempt to patent the creation of custom emoticons. 'I would have expected to see something like this suggested by one of our more immature community members as a joke on Slashdot,' quipped Mark Taylor of the Open Source Consortium. 'We now appear to be living in a world where even the most laughable paranoid fantasies about commercially controlling simple social concepts are being outdone in the real world by well-funded armies of lawyers on behalf of some of the most powerful companies on the planet.'" -
IGDA Casual Games SIG, Whitepaper and Quarterly
Dubane writes "After launching just over a week ago, the IGDA's Casual Games SIG has just released both the 2005 Casual Games White Paper (2MB, 125 page pdf), as well as the inaugural issue of the Casual Games Quarterly. The White Paper is the work of over 30 volunteers in the casual games space, and the list of contributors reads almost like a who's who of the industry including; AOL, TryMedia, Skunk Studios, Large Animal, Pogo, Shockwave, Garage Games and many others. One of the most interesting sections for developers may be the Games to Market section which asks the same questions of 18 different publishers and gets answers about a variety of topics including Commission Breakdown (50-65% rev share from Garage Games) and even who/how to contact each company. The Quarterly focuses entirely on technology and consists primarily of Oberon, iWin, PlayFirst, HipSoft, Reflexive and Skunk Studios answering questions about their development platform and technology." -
Managing for Creativity
theodp writes "After seeing some of the ideas management comes up with as a result of reading the Harvard Business Review, you may be tempted to hide their copies. But make sure they see this month's Managing for Creativity by Dr. Jim Goodnight, the still code-cranking CEO of SAS, the world's largest privately held software company." From the article: "Many academics and businesses have made inroads into this field. Management guru Peter Drucker identified the role of knowledge workers and, long before the dot-com era, warned of the perils of trying to "bribe" them with stock options and other crude financial incentives. This view is supported by the research of Harvard Business School's Teresa Amabile and Yale University's Robert Sternberg, which shows that creative people are motivated from within and respond much better to intrinsic rewards than to extrinsic ones." -
Amazon Slaps Orbitz and Avis With Patent Lawsuit
theodp writes "Amazon has sued Cendant for allegedly infringing four patents covering electronic commerce at its Orbitz, Avis and other Web sites. Cendant, the biggest U.S. provider of travel and real-estate services, knew 'or should have known' it infringed when using the tools to secure credit-card transactions, handle customer referrals and manage data, according to the lawsuit filed June 22 in federal court in Seattle. Amazon itself was sued by Cendant last year for patent infringement over its recommendation technology. So much for five years of Amazon patent reform." -
Reminding Customers Patented by Amazon
theodp writes "When your little Hogwart checks out the latest Harry Potter book at Amazon, he or she may be reminded that they've already ordered the book. It's all part of CEO Jeff Bezos latest patent for the Contextual presentation of information about related orders during browsing of an electronic catalog, which also covers warning customers about drug interactions ('you previously purchased Drug ABC'). The USPTO allowed the patent after four years and five rejections." -
Attack of the Corporate Weasel Words
theodp writes "Does it bother you that churches have a Mission Statement touting their Core Values? That even the CIA has a Vision? In his book Death Sentences: How Clichés, Weasel Words and Management-Speak are Strangling Public Language and in this Newsweek interview, Australian author Don Watson argues it's time to protest the mind-numbing business jargon that infests our schools, churches and political speech. Examples that people have sent to him can be found on Watson's website." -
Microsoft's Personnel Puzzle
theodp writes "CNET reports on Microsoft's reputation for arrogance in its personnel practices, citing the experience of Arthur Sorkin, who responded to an unsolicited invitation to interview with MS back in 2000. But instead of trying to sell him on the company or the job, interviewers challenged him with a technical 'pop quiz.' Sorkin, who holds a PhD in CS, withdrew his application. During the past year, Microsoft called Sorkin to say it had scheduled a phone interview with him for another job, although Sorkin hadn't applied for it and no one had asked if he was interested." -
Most Secure Digital Audio Player?
PaleGreen asks: "What's the most secure portable Digital Audio Player (DAP) in terms of a true 'one-way' file copy mechanism? I want to be sure a curious coworker can't leech my portable's treasures while I'm out to lunch (or even worse, if I lose it). I'm aware of 'iPod backup' solutions that seem to get around Apple's protection. Are the Windows Media 'Plays For Sure' devices more secure in this area? Are there portables that support a hardware password (similar to a BlackBerry, where the unit resets to factory defaults after ten bad password attempts)?" -
The Grinch Who Patented Christmas
theodp writes "The USPTO has reversed its earlier rejection and notified Amazon that the patent application for CEO Jeff Bezos' invention, Coordinating Delivery of a Gift, has been examined and is allowed for issuance as a patent. BTW, Amazon was represented before the USPTO by Perkins Coie, who also supplied Bezos with legal muscle in his personal fight against zoning laws that threatened to curb the size of his Medina mansion (reg.) before the City of Medina eventually gave up on regulating the size of homes (reg.)." -
A $251 Million Typo
theodp writes "A Taiwan stock trader is jobless after a typo left her company looking at a paper loss of more than $12 million when what was supposed to have been a small order mistakenly resulted in a $251 million purchase. 'Something like this is difficult to explain to superiors,' a company exec explained." -
Smallest FireWire Enclosure?
waffffffle asks: "For my job, I need to carry a bag of tech gear around with me all day. I've been able to cut down on the cables I carry by using only retractable cables, but my other devices are still bulky. I'm looking for the smallest FireWire 2.5" drive enclosure on the market. It seems that many of the sites selling enclosures don't list their dimensions and some of the slimmest enclosures are USB-only, but 6-pin FireWire is a requirement. What is the slimmest enclosure you know of?" -
Major Advertisers Caught In Spyware Net
theodp writes "BW reports on Fortune 500 companies' use of adware - Sprint for its PCS phones, major banks peddling Visa cards, Sony and retailers including Circuit City. And Mercedes-Benz before the company, fielding complaints, put on the brakes. So far, law enforcement has mostly targeted the transmitters, but NY Attorney General Eliot Spitzer is threatening to hold accountable household-name advertisers that use adware networks. No longer, says Spitzer, can companies play dumb." -
USPTO Rejects SBC Browser Patent
theodp writes "Remember that dicey 1996 SBC Structured Document Browser patent that Slashdot readers immediately called BS on back in 2003? Two-and-a-half years later, a USPTO Director-ordered reexam reached the same conclusion, and a final rejection was quietly issued last month." -
`Bionic' Arm Brings Back Sense of Touch
bdcrazy writes "Two way communication with prosthetic devices allows man who lost both arms in an accident to feel hot and cold, to sense objects and to actually move the prosthetic device to pick things up and put them down. " -
AOL Hopes to Change Image With Services
Geoffrey writes "'In an effort to earn a new reputation as a leading Internet destination, AOL will open up to a wider audience on the Web through AOL.com. The portal will re-launch in beta form on Tuesday, offering visitors free Web mail, exclusive audio and video content, and access to a number of AOL services previously available only to subscribers,' reports BetaNews. The new AOL.com will highlight news from the blogosphere, offer free access to 15,000 videos, 130 radio stations, and 20 XM stations. In addition, AOL is launching an RSS aggregator that aims to make RSS actually simple for normal Web users. And unlike MSN's RSS endeavor, My AOL will work in Firefox, Safari and other browsers." -
Amazon's Special Thank-You
theodp writes "To commemorate its 10th Anniversary, Amazon.com announced that on July 16th customers will receive a special thank-you - a concert featuring Bob Dylan and Norah Jones. Of course, customers will be squinting at streaming video while Amazon employees actually attend the concert at Seattle's Benaroya Hall, but isn't it the thought that counts?" -
NIAC Selects 2005 Phase I Winners
Pooua writes "The NASA Institute for Advanced Concepts (NIAC) has selected its 2005 Phase 1 awards winners. Two of my favorite winners from this year are 'Extraction of Antiparticles Concentrated in Planetary Magnetic Fields' and 'A Deep Field Infrared Observatory Near the Lunar Pole.' A brief summary of the awards is available at Spacedaily. The NIAC Website lists links to PDF articles of all their funded studies (past and current). Slashdot covered NAIC awards winners last year." -
New Amazon Patent Cites Bezos Patent Reform
theodp writes "In seeking yet another patent related to 'single-action ordering of items,' Amazon asked the USPTO to consider a number of documents, including Doonesbury cartoons, which Amazon earlier claimed vindicated its 1-Click patent. Ironically, much of this material was collected and edited by BountyQuest, which reportedly received $1+ million from Amazon CEO Jeff Bezos in the name of patent reform. A USPTO examiner dutifully considered the material, and on Tuesday U.S. Patent No. 6,907,315 was issued to Amazon." -
Chalkboards With Brains
theodp writes "Third graders at Columbia University's elementary school may never know the sound of fingernails scratching on a chalkboard. All across the country, dust-covered chalkboards are being ditched in favor of interactive whiteboards that allow students and teachers to share assignments, surf the web and edit video using their fingers as pens." From the article: "Bang uses the board to display a wide range of learning materials on her computer, from web pages to video clips. It is also used as a lunch-time reward for students: The children watched Black Beauty on the same screen that was used earlier for geography." -
Chuck E. Cheese 2.0
theodp writes "Newsweek reports the inventor of Pong and founder of Chuck E. Cheese is getting back into the restaurant game. Adults welcome. At age 62, perpetual kid Nolan Bushnell wants to get gamers out of the house. This week, he will announce a new venture, the uWink Media Bistro restaurantchain. With screens at every table and bar stool, each piping videogames, media content and interactive menus, Bushnell's convinced a young-adult crowd will use the shared-gaming experience as a chance to compete, relax and mingle." -
Television Reloaded
theodp writes "The TV times, they are a-changing. Over at Newsweek, Steven Levy offers a serious tome on the future of television, including time-shifting ("people will follow schedules only for real-time events like sports and election night"), space-shifting ("Now that you've stored your show on a TiVo, it's only logical to take it with you on your laptop, hand-held viewer or PSP game player") and the move from broadcast TV to broadband TV. Meanwhile, Conan O'Brien lightens things up with his own vision of the TV future ("Toddlers' bowls will have a television at the bottom, and children will be encouraged to eat all of their mush so they can see Morley Safer.")." -
USPTO Issues Email Address Patent to Microsoft
theodp writes "On Tuesday, Microsoft was granted U.S. patent no. 6,895,426 for treating electronic mail addresses as objects, which Microsoft notes allows email addresses to be easily added to a contact list, copied to the computer's clipboard, or double-clicked to open the related contact information for that email address sender. After the reaction to news of his first patent, betcha inventor Dan Crevier isn't too eager to let folks know about this one." -
Out Of The XBox
theodp writes 'Bill G.'s snagged the cover of this week's Time, which asks the question: Is Microsoft about to do in the living room with the Xbox 360 what it did in the office with Windows? Turn to page 13 in your Book of Xenon, please: 'As the world's software leader, Microsoft is among the best suited to enable and capitalize this transformation. This is our opportunity to lose.' If PlayStation 3 folks are scared, they're not showing it. 'We look at delivering a quantum leap in technology, not just Xbox version 1.5,' quips a Sony spokeswoman.' The story also reveals that the previously discussed rumor about Halo 3 parrying the PS3 launch is accurate. -
MS Calls On Kids to Stop Thought Thieves
theodp writes "Microsoft is calling all UK kids aged 14-17 to enter its Thought Thieves Competition. Remember kids, finalists must agree to formally license all intellectual property rights in their film on terms acceptable to Microsoft. And don't forget to download your free Thought Thieves Poster!" -
Johnny Can So Program
theodp writes "In Johnny Can So Program, CS Prof Norm Matloff calls BS on CNET stories like Can Johnny Still Program? and Can the U.S. Still Compete?, saying it's a shame that CNET fails to cover the real threat to American technological competitiveness, the hidden agendas of Chicken Littles like Jim Foley of the Computing Research Association, David Patterson of the ACM and former Intel CEO Craig Barrett, all of whose organizations have a vested interest in playing the education card."