Domain: wired.com
Stories and comments across the archive that link to wired.com.
Stories · 4,012
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Can Open Source Outdo the IPod?
CHaN_316 writes "Wired is running an article entitled, "Can Open Source Outdo the IPod?" Asking the open source community to help them compete with the iPod. From the article: 'Consumer electronics manufacturer Neuros Audio is tapping the open-source community to convert its upcoming portable media player from iPod road kill into a contender [...] To get the ball rolling, Neuros recently opened up the firmware code for its Neuros 442 portable media player, which is set to launch in January [...] Neuros' hardware design is complete, comprising a Texas Instruments dual-core digital signal processor, a 3.6-inch, 65,000-color TFT display and a 40-GB hard drive for recording video from a TV or home entertainment system. But the company has left a little something -- mostly user interface tweaks -- for the volunteers.' Is this a good idea or a mere publicity stunt?" -
IRC as a World-Changing Medium
khaladan writes "Wired has an interesting article titled Chat Room That Built the World that talks about the power of developers helping each other on IRC. The article covers the case of #winprog on EFnet, where people such Justin Frankel (creator of Winamp), John Johansen (DVD Jon), and Shawn Fanning (of Napster fame) have come to chat, hang out, and get help. Many from Microsoft visit the channel as well. Ben Knauss calls it 'innovation in its purest form, without ego, money or fame as its goal.'" -
No Porn for You, iPod
TheBrutalTruth writes "Wired has an article explaining why pornographers are staying away from the Video IPod. From the article: 'When it comes to the iPod, Fayling said there are few rewards and many risks. Fayling emphasized the pitfalls of combining a device designed for younger audiences with content they are prohibited from viewing. "There's already a public perception that we (in the industry) are preying on youth," he said. "Without safeguards you open yourself up to more scrutiny from government and parents' groups.'" -
DVD Jon to work for Michael Robertson
GuNgA-DiN writes "Jon Lech Johansen, the 21-year-old Norwegian media hacker nicknamed DVD Jon, is moving to San Diego to work for maverick tech entrepreneur Michael Robertson in what can only be described as the most portentous team-up since Butch met Sundance. "I have no idea what I'll be doing, but I know it will be reverse engineering, and I'm sure it will be interesting," Johansen told Wired News during a Friday stopover in San Francisco. Robertson's website reveals that they are working on a new project and all he said was: "Oboe is the code name for a significant new project we have underway that will launch before the end of the year. It's as momentous as anything I've ever done in my technical career, but I won't say more since I despise vaporware. I know this project will be even better with Jon on board."" -
Rural Oregon Leads the Way for Large-Scale WiFi
atkulp writes "While cities and incumbent telecommunications operators are fighting it out over municipal WiFi, it looks like rural Oregan is leading the way for large-scale deployments of WiFi and WiMax." The privately funded $5 million dollar wireless network services a modest 700 square miles and seems to be the only show in town. -
The Argument for Crackable Media
rubberbando writes "Wired is running a story about how the US Copyright Office is looking for input about a law that will allow some media to be legally cracked. This is aimed at certain uses such as cracking an ebook so that a blind person can use reading software with it and older software that requires a hardware dongle that no longer works." From the article: "The DMCA forbids cracking of copy-protected or encrypted digital media, with certain exceptions. When the law was passed, Congress mandated the register of copyrights revisit the anti-circumvention section every three years to make sure consumers have proper access to materials they purchased -- even if content creators have them locked down. If the copyright office finds instances where copy protection prevents fair use of the work, then those copy protections can be legally circumvented." We reported on the other side of the coin yesterday. -
Schneier: Make Banks Responsible for Phishers
abgillette writes "Writing for Wired News, security guru Bruce Schneier says that the only way to stop phishers and identity thieves is to make financial institutions solely responsible: "Push the responsibility -- all of it -- for identity theft onto the financial institutions, and phishing will go away. This fraud will go away not because people will suddenly get smart and quit responding to phishing e-mails, because California has new criminal penalties for phishing, or because ISPs will recognize and delete the e-mails. It will go away because the information a criminal can get from a phishing attack won't be enough for him to commit fraud -- because the companies won't stand for all those losses."" -
NYC & SF iPod Subway Map Controversy
scruffy323 writes "NYC and San Francisco are claiming copyright violations for freely distributed subway maps." From the Wired piece: "More than 9,000 people downloaded the map, which was viewable on either an iPod or an iPod nano, before Bright received a Sept. 14 letter from Lester Freundlich, a senior associate counsel at New York's Metropolitan Transit Authority, saying that Bright had infringed the MTA's copyright and that he needed a license to post the map and to authorize others to download it." -
Wired Magazine Profile of Tim O'Reilly
An anonymous reader writes "Best-selling author Steven Levy has a new profile of techincal publisher Tim O'Reilly over at Wired." From the article: "... O'Reilly himself has operated for years under the radar. Most nontechies, if they know him at all, know him by the eponymous name of his publishing company. It has a 15 percent share of the $400 million computer-book market but casts a much bigger shadow. O'Reilly books tend to colonize entire sections at Borders and Barnes & Noble, their distinctive cover design as recognizable as the Tide circle on a box of detergent or the Apple logo on the lid of a PowerBook. In serif type over a glossy white background, there is the title, often naming a computer language or protocol familiar to codeheads and gibberish to everyone else (JavaServer Faces; Essential CVS; Using Samba, 2nd Edition). The illustrations are realistically rendered pen-and-ink drawings of animals." -
Serenity Opens Today
joemite writes "As every Browncoat knows, Serenity, the motion picture based on the Firefly series opened today. For the uninitiated, Serenity is based on the short-lived Fox television show Firefly (created by Joss Whedon, [Buffy the Vampire Slayer]), which follows a group of outlaws in a unique space-western universe. While there are no aliens or temporal anomalies, the stage is set for our group of heros to out-wit and out-strategize the giant and evil Alliance. Go out and watch the movie this weekend and see why the Firefly series is an Amazon.com best seller." If you're on the fence, reviews available at SFGate, Wired, the Seattle Times, and IGN. -
Mobile Phones Locked By DMCA
wellington map writes "A mobile phone company is arguing that companies that unlock their handsets violate the DMCA. They argue that the software on the phone is a copyrighted work, and the unlocker is breaking DRM in a way that violates the statutory prohibition on circumvention. A similar claim by Lexmark, which tried to apply it to people who refilled printer cartridges, has recently been rejected by the courts." From the Wired article: "The financial motive behind this claim is obvious. Companies have been using the razor blade business model to guarantee a steady stream of revenue ever since, well, the razor blade. Cell phone companies sell you a phone at a discount, and then make up the difference by requiring you to sign a multi-year contract promising to pay monthly fees for mobile phone service or to fork over a hefty termination penalty if you break the deal. But many customers, particularly those who travel internationally, want more choice." -
Hollywood's Depiction of Gamers Getting Better?
Wired is reporting on the Hollywood depiction of games and gamers, and how it has improved (or not) over the years. From the article: "... has Hollywood finally figured out how to realistically depict gaming culture? For years, they've been achingly bad at it. Gamers have long been accustomed to seeing incredibly weird, off-key portrayals in TV and movies. The trouble began with the first wave of TV ads for video games. They'd inevitably portray the player as a spastic in mid-seizure, flailing away on a joystick while jumping and twitching." -
E-nose Sniffs Out Nasty Resistant Bacteria
geekroot's dad writes "There have been several tries for an Electronic nose that seek out various airborne elements - they can find cancer, monitor recycled air for NASA and find nasty bacteria better than lab tests. Now as methicillin-resistant Staphylococcus aureus (MSRA) becomes a problem not only in hospitals but in everyday life some British scientist have built a super nose to find the 'little buggers'." -
Eminent Domain Applied to IP Due To State Secrets
NormalVisual writes "Wired recently ran a story about a group of inventors that found themselves unable to sue Lucent Technologies for infringement of a patent they held on a novel design for a pipe/cable connector. They had been working with Lucent on an underwater application for this connector, but unfortunately for the inventors, Lucent's application was being developed for an as-yet-unnamed branch of the U.S. government. The government is now claiming a state-secret privilege, and is refusing to let the inventors sue Lucent for patent infringement, citing national security concerns. In the meantime, Lucent continues to directly profit from their invention without paying any royalties or other compensation. The patent in question can be found online. It's doubly a shame because, unlike so many other patents that we've seen here, this one is actually creative and non-obvious." We've touched on this topic before. -
Games Teaching the Basics of Programming
RandomPrecision writes to tell us Wired is reporting that computer programmer Igor Kholodov has created a game designed to make learning the basics of programming fun. From the article 'The board game turns players into skiers who must race down a mountain in the quickest way possible. With each roll of the die, players must follow instructions that are similar to computer program codes. Using basic math, players have to figure out which paths are open to them and then decide the fastest way to the finish line.'" -
Learning to Code with a Boardgame
markmcb writes "While some of us cling tight to our memories of Apple-filled classrooms playing The Oregon Trail and driving our Turtle around in Logo, children today have many other ways to learn about the inner-working of computers and the code that drives them. Wired.com is running an interesting article about a boardgame in which players must use simple logic similar to that used in programming to get their skier down the mountain. From the article: 'Using basic math, players have to figure out which paths are open to them and then decide the fastest way to the finish line. The trick, however, is learning which paths are open to you using only programmer jargon like 'if (X==1)' then you can take the green path or 'while (X4) you can take the orange path,' where X is the roll of the die.'" -
Is the iPod Generation Going Deaf?
prozac79 writes "Ars Technica and Wired News are both running interesting articles on how personal music players are a major contributor [ArsTechnica] to early hearing loss [Wired]. According the ArsTechnica article, an increasing number of people are now living in "noisy" environments that is only made worse by blocking it out with even louder music. The article also suggests that listening to music for one hour a day is considered safe. So now you have a choice... go deaf early or go insane listening to your coworkers chatter." -
Games And Books Getting Along
The Guardian and Wired are taking a look at the connections between books and games this week. The Guardian's Games Blog has a look at games in literature. Wired, on the other side of the coin, has a look at books written in gaming worlds. From the Wired article: "Sam Fisher is, of course, the hero of the Splinter Cell video game. I've spent countless hours using my Xbox controller to sneak him past armed guards, scale walls and club enemies unconscious. But I didn't know much about his personal life until I wandered into an airport bookstore recently and encountered Splinter Cell -- the novel. That's right: the novel. In the last few years, publishers have taken a cue from the booming world of fan fiction and have begun commissioning novels based on famous games. It's now such a successful cottage industry that when you wander into any Barnes & Noble, there are shelves groaning under the weight of books written from Resident Evil, Halo, Tomb Raider and MechWarrior." -
Ohio Cracker Confesses to Attacks For Hire
Ritalin16 writes "An Ohio computer hacker recently pled guilty to carrying out crippling denial-of-service attacks on a shady internet hosting company's competitors. From the article: 'In a deal with prosecutors, Richard "Krashed" Roby, 20, pleaded guilty in federal court in Toledo last month to intentionally damaging a protected computer, after launching a 2003 attack on an online satellite TV retailer that caused at least $120,000 in losses.'" Another article indicating an openness on the international stage to cracking for cash. -
Refugee Radio Station Blocked by Red Tape
Zathrus writes "According to a Wired story, a volunteer organized low power FM radio station is being blocked by local administration and red tape. They've already won the classically big battles -- securing FCC licenses, obtaining the broadcast equipment and radios, getting the manpower, and having some big name backing -- only to be blocked at the last minute by some lower level administrators who don't think information is a worthwhile resource." From the article: "According to KAMP, Royal claimed the Astrodome was not able to provide power to KAMP's low-power FM transmitter. When KAMP offered to bring in enough batteries to power the equipment off the Astrodome's grid, they were still denied. Obey, speaking to Wired News, explained that the JIC couldn't see a use for the radio station when they had the ability to communicate via the loudspeaker system and newsletters. " -
Company to Settle and Mine Mars
Rutgersen writes "Wired is reporting that a new startup is planning to colonize and mine Mars by 2025. From the article: 'The new company, 4Frontiers, plans to mine Mars for building materials and energy sources, and export the planet's mineral wealth to forthcoming space stations on the moon and elsewhere.'" -
Too Many People in Nature's Way
Ant writes "Wired News report that the dead and the desperate of New Orleans now join the farmers of Aceh and the fishermen of Trincomalee, villagers in Iran and the slum dwellers of Haiti in a world being dealt ever more punishing blows by natural disasters... ... "We rely on technology and we end up thinking as human beings that we're totally safe, and we're not," said Miletti, of the University of Colorado. "The bottom line is we have a very unsafe planet." By one critical measure, the impact on populations, statistics show the planet to be increasingly unsafe. More than 2.5 billion people were affected by floods, earthquakes, hurricanes and other natural disasters between 1994 and 2003, a 60 percent increase over the previous two 10-year periods, U.N. officials reported at a conference on disaster prevention in January. Those numbers don't include millions displaced by last December 2004's tsunami, which killed an estimated 180,000 people as its monstrous waves swept over coastlines from Indonesia's Aceh province to Trincomalee, Sri Lanka, and beyond. By another measure -- property damage -- 2004 was the costliest year on record for global insurers, who paid out more than $40 billion on natural disasters, reports German insurance giant Munich Re. Florida's quartet of 2004 hurricanes was the big factor. But generally it's not that more "events" are happening, rather that more people are in the way, said Thomas Loster, a Munich Re expert. "More and more people are being hit," he said..." I'd also like to point out a project here to find housing for Katrina's victims; it tries to combine lists of sites offering housing, and do a meta-search. -
Sonic 'Lasers' to be Deployed in Hurricane Region
MacDork writes "Wired News is running an article about high powered acoustic technology to be deployed in the hurricane Katrina disaster recovery. Apparently, the technology will allow authorities to communicate with others up to a mile away along with providing a non-lethal means of crowd control. No word on additional busses and shelters..." -
Password Storage for Fun and Profit?
adwb asks: "I work for a small company which performs network installations and support for clients in the Seattle area. We have a handful of network admins and programmers who go out to client's offices to solve problems as needed. A problem we have been trying to deal with is the various administrator passwords for different client networks at different domain levels. It seems the easiest solution is not the most secure: just dump every client's administrator password into a text file and store it in a secure network location inside our local domain. Can any of you experienced network admins recommend a method (either pre-built software or custom database/interface solution) of storing client authentication information in a way that can be easily accessed by our employees (preferably from any computer, including their Pocket PC's) but secure from the outside world?" For those of you interested in protecting your personal passwords, an answer might be found in this tidbit from jswinth, but there are issues here, too: "The wired article about Never Forget Another Password talks about the Just1Key service allowing all your passwords to be accessible from any PC. They use an applet and encrypt the password information before it leaves the local PC. What about when you cannot trust the PC, like when using a public terminal? I would hate to have all my passwords compromised because I couldn't remember my password to my free New York Times account at the library." -
Pokerbots Making Online Players Sad
Anonymous Coward wrote to mention a Wired article about the rise of Pokerbots in online gaming venues. From the article: "Smart, skilled players are rewarded in the long run, especially online, where there are plenty of beginners who would never have the nerve to sit down at a real table. But WinHoldEm isn't just smart, it's a machine. Set it to run on autopilot and it wins real money while you sleep. Flick on Team mode and you can collude with other humans running WinHoldEm at the table. For years, there has been chatter among online players about the coming poker bot infestation. WinHoldEm is turning those rumors into reality, and that is a serious problem for the online gambling business." -
NSF Ponders New And Improved Internet
diorcc wrote to mention a Wired article about a NSF Project that could completely rebuild the Internet as we know it. From the article: "The National Science Foundation is backing a major initiative that could lead to a completely new internet architecture, with built-in security measures and support for ubiquitous sensors and wireless communications devices, among other things. The Global Environment for Networking Investigations, or GENI, will include a research grant program to fund new architectures and an experimental facility, which has not yet been planned in detail." -
SpaceShipThree to be Orbital Spacecraft
FleaPlus writes "The president of spaceflight company Virgin Galactic has recently stated that if the upcoming suborbital service with SpaceShipTwo is successful, the follow-up SpaceShipThree will be an orbital craft. Although orbital spaceflights would be much longer and could potentially dock with orbital space stations, they are also considerably more difficult than suborbital spaceflights. Other private firms working on orbital spaceflight (and potentially in the running for Robert Bigelow's $50 million America's Space Prize for orbital flight) include t/Space and SpaceX." -
Google Techs, Webmasters Mingle
Steve Nixon writes "Free-flowing beer, live music, karaoke and arcade games kept the party raging at the Googleplex the other night, but the real action was unfolding inside a sterile conference room at Google's headquarters. That's where the cunning internet entrepreneurs who constantly try to manipulate Google's search engine results for a competitive edge were trying to make the most of a rare opportunity to match wits face-to-face with the company's top engineers." -
Top Level .xxx Domain Concept Under Scrutiny
An anonymous reader writes "The Bush administration is objecting to the creation of a .xxx domain, saying it has concerns about a virtual red-light district reserved exclusively for Internet pornography. This is despite the the .xxx domain being approved in June and New.net selling domain names using the .xxx suffix for many months before the approval." From the ZDNet article: " The sudden high-level interest in what has historically been an obscure process has placed the Internet Corporation for Assigned Names and Numbers (ICANN) in an uncomfortable position. ICANN approved the concept of an .xxx domain in June and approval of ICM Registry's contract to run the suffix was expected this week Other governments also have been applying pressure to ICANN in a last-minute bid to head off .xxx. A letter from ICANN's government advisory group sent Friday asks for a halt to 'allow time for additional governmental and public policy concerns to be expressed before reaching a final decision.'" -
More Mac OS X on Plain Old x86 Boxes
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FedEx Cracks Down on Box Furniture, Citing DMCA
nospmiS remoH writes "Wired is running an article about a guy with no money making furniture out of FedEx boxes. If that weren't strange enough, FedEx is going after him, legally citing the DMCA. Yes, the DMCA. Apparently they are not upset about the furniture itself but rather this site that he put up with pictures of his creations (pretty good work really). My favorite quote from the article, '...Avila clearly intended to operate a business from his website because he used the .com domain suffix, the "commercial level domain," rather than .net.' You just can't make this stuff up." -
RFID Tags in Law Enforcement
RFID tags seem to be the flavor of the month for law enforcement officials in the tracking of individuals both foreign and domestic. pin_gween writes "In an effort to speed up entry to the US, The Dept. of Homeland Security has begun a trial using RFID tags in certain visitors' papers. The tag is embedded in paperwork and "chip readers note the entry or exit of visitors who pass by and transmit that information to a government-maintained database." In addition, Saeed al-Sahaf writes "Security officials gathered Monday at a Canadian border crossing to mark the first test of this radio RFID system" Relatedly LexNaturalis writes "Wired News has an article about England testing RFID chips in license plates that can transmit VINs and other data to appropriate receivers. According to the article, the United States will be 'closely watching the British trial as they contemplate initiating their own tests of the plates, which incorporate radio frequency identification, or RFID, tags to make vehicles electronically trackable.' Naturally privacy advocates are decrying the move by stating that unlike electronic toll passes, these new plates will not be anonymous." We mentioned the concept of tracking visitors via RFID in July. -
Amazon to Enter the Online DVD Rental Business
ChrisF79 writes "Wired News is reporting that Amazon.com is hiring programmers to work with online dvd rentals. From the article: "Advertising for positions based at the company's Seattle headquarters, the listings seek engineers to help in 'building systems and algorithms that must move inventory between our fulfillment centers and our customers in a way that gives customers exactly what they want, when they want it.' The postings indicate they are specifically for an online DVD rental service." Netflix seems to have a stronghold on the market so despite numerous advantages for Amazon, especially economies of scale, can Amazon enter the market and surpass Netflix?" -
Will AJAX Threaten Windows Desktop?
prostoalex writes "They are not your father's HTML pages anymore. AJAX interfaces are getting more complex and versatile, relieving the user of the necessity to reload the page, and thus are becoming more like your average desktop apps. The catch? AJAX apps work in any browser out there, making the OS layer a bit irrelevant. Will the trend threaten Microsoft desktop near-monopoly? Or are we hearing the story of poorly debugged device drivers again?" -
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. -
EU Proposing to Make P2P Piracy A Criminal Offense
brajesh writes "The European Commission is pushing for a proposal (.pdf) to crack down on organized piracy, which could also make indirect copyright infringement a crime across Europe, with implications similar to the recent MGM v. Grokster U.S. Supreme Court ruling. If the directive is adopted, developers who create software for file sharing that is then used for illegal ends could potentially be criminally liable in EU member countries." From the article: "The problem here is some activities, such as the creation of software, can be used for legal and illegal purposes, as is the case with Grokster...It gets really messy, because it is unclear what is legal or not legal, and it is problematic to operate with such abstract terms." -
Hollywood Going Digital and 3D
teutonic_leech writes "Last weekend the Directors Guild of America hosted its annual Digital Day event, which gives filmmakers a look at revolutionary new movie-making gear. Judging from a Wired article reporting on the gathering, Hollywood's future not only seems to be digital - there are also indications that stereoscopic 3D has caught the attention of filmmakers in and outside tinseltown. One Indie filmmaker even went so far as to build his own homebrew stereolens attachment enabling him to film in 3D." -
Wired Interviews Mike Lynn
ndansmith writes "Wired has got an interview with Mike Lynn, who revealed a major vulnerability in Cisco IOS at Black Hat 2005 in Las Vegas, and who has subsequently become the subject of an FBI investigation. A quote from Mike Lynn: 'Cisco said, "You guys are lying. It is impossible to execute shell code on Cisco IOS." At that point (ISS) management was annoyed.... They were like, "Mike, your new research project is Cisco IOS. Go find out how to exploit bugs on Cisco IOS so we can prove these people wrong."'" -
Wired Interviews Mike Lynn
ndansmith writes "Wired has got an interview with Mike Lynn, who revealed a major vulnerability in Cisco IOS at Black Hat 2005 in Las Vegas, and who has subsequently become the subject of an FBI investigation. A quote from Mike Lynn: 'Cisco said, "You guys are lying. It is impossible to execute shell code on Cisco IOS." At that point (ISS) management was annoyed.... They were like, "Mike, your new research project is Cisco IOS. Go find out how to exploit bugs on Cisco IOS so we can prove these people wrong."'" -
Bogus Security Alerts Hit National Weather Service
kobee writes "The National Weather Service is adding a confirmation dialog to their system for issuing regional EAS (Emergency Alert System) warnings, after it accidently alerted parts of Florida and Georgia to a bogus radiological emergency Wednesday. Wired News reports an NWS operator 'entered the code "RHW" instead of "RWT," keying a radiological hazard warning instead of a required weekly test.' Something similiar occured in Las Vegas the day before." -
Hacking Hotels 101
romka1 writes "Wired has an interesting interview with Adam Laurie, chief security officer of the London security and networking firm ALD. Laurie was able, using laptop, tv tuner and an infrared port to access premium content, billing information of all the rooms in the hotel, watch how other guests access their emails and access desktop of a backend computer clicking icons on the desktop and launching applications." -
Shareholders Squeeze Cisco on Human Rights
Comatose51 writes "According to this article at Wired, Boston Common Asset Management, has filed a shareholders resolution asking Cisco to 'adopt a comprehensive human rights policy for its dealings with the Chinese government, and with other states practicing political censorship of the internet.' Cisco so far has asked the SEC to omit this proposal from the agenda for the next annual meeting, claiming that it already has a comprehensive human rights policy in place and that 'Cisco does not participate in any way in any censorship activities in the People's Republic of China ...' However, 'a report from the OpenNet Initiative watchdog group last April singled out Cisco for allegedly enabling the Chinese government's notorious "Great Firewall."' As a shareholder in Cisco, I would like to see this issue discussed and voted on." -
Stem Cells Mend Spinal Injuries
Darkman, Walkin Dude writes "New research shows that rats that had their spinal columns severed were able to regain use of their hind legs through the use of stem cells from embryonic rats." From the Wired article: "Spinal cord injuries can be caused by accidents or infections and affect 250,000 people a year in the United States alone, costing $4 billion annually, according to the National Institute of Neurological Disorders. Whittemore's team took specific cells from rat embryos called glial restricted precursor cells -- a kind of stem cell or master cell that gives rise to nerve cells." -
Lynn Settles With Cisco, Investigated By FBI
Following up on yesterday's story, daria42 writes "Security researcher Michael Lynn has settled a dispute with Cisco over his presentation on hacking the company's routers, which was given at the Black Hat security conference in Las Vegas this week. The two parties and Black Hat organisers have agreed not to further discuss the presentation, which contained techniques Lynn said could bring the Internet to its knees." Not all is good news, though. jzeejunk writes "The FBI is investigating computer security researcher Michael Lynn for criminal conduct after he revealed that critical routers supporting the internet and many networks have a serious software flaw that could allow someone to crash or take control of them." -
Cable Wants to Cut the Cord
skatephat420 writes "Wired News has featured an article on how "the cable industry wants you to chuck your cable -- at least when you're outside the house. The addition of a fourth wireless component to the cable package is now affectionately known as the 'quadruple play.'" With this addition to the standard package of voice, video and data, how long is it going to take DSL to compete?" -
The Future of the Net
Fuzzball963 writes "Kevin Kelly has an interesting article over at Wired on the development and future of the web. In it, he argues that in ten years the desktop OS will become obsolete in favor of a Web based one, and that content on the web will be automatically customized according to the device being used to access it (PDA, smartphone,etc)." From the article: "Today the nascent Machine routes packets around disturbances in its lines; by 2015 it will anticipate disturbances and avoid them. It will have a robust immune system, weeding spam from its trunk lines, eliminating viruses and denial-of-service attacks the moment they are launched, and dissuading malefactors from injuring it again. The patterns of the Machine's internal workings will be so complex they won't be repeatable; you won't always get the same answer to a given question. It will take intuition to maximize what the global network has to offer. The most obvious development birthed by this platform will be the absorption of routine. The Machine will take on anything we do more than twice. It will be the Anticipation Machine." -
VoIP Security
An anonymous reader writes "Whitedust are running an interesting article on the security aspects of VoIP. From the article: "The fact that VoIP operates across standard networks makes it vulnerable to all manner of IP hacking - including man in the middle attacks,sniffing, session hijacking, etc." Considering it's recent growth, how secure is VoIP?" PCM2 sent us a wired bit about Phil Zimmerman of PGP working on a privacy system for Voice over IP calling -
Nerdcore Rap In The Press
hammeredpeon writes "MC Plus+ and others talk about their nerdcore rap skills with Wired magazine." From the article: "While gangsta rap is seen as celebrating the violence and aggression that claimed two of its brightest stars, 'geeksta' rap is a hip-hop genre celebrating coding skills and school grades. Also dubbed 'nerdcore,' this branch of hip-hop is for geeks, by geeks. Geeksta rappers adopt the same combative verbal-assault stylings of their forerunners, but bust rhymes about elite script compiling and dope machine code. The term was first coined in 2000 by nerdy New York rapper MC Frontalot in a track of the same name. Nerdcore now refers to artists waxing lyrical about topics as disparate as engineering and Lord of the Rings." -
Cell Phones Predict the Future
An anonymous reader writes "Wired News reports that cell phones were used in a recent project at MIT to both document and predict the lives of 100 MIT faculty and staff members. During the Reality Mining Project at MIT, Researcher Nathan Eagle logged 350,000 hours of data over nine months about the location, proximity, activity and communication of volunteers through cell phones carried by the participants. From the article, "Given enough data, Eagle's algorithms were able to predict what people -- especially professors and Media Lab employees -- would do next and be right up to 85 percent of the time."