Using Wireless Signals in Games
MetaByte writes "A swiss group has created a game for the Nintendo DS that utilizes the surrounding WiFi transmissions to set up the game world. By moving through the city, the game changes. Another game for the Nintendo DS creates an audible city from the wlan-waves. The Austrian artist Gordan Savicic takes the wlan landscape to a painful level. The density of the waves and strength of the encryption cause servos to tighten a corset. Moving lets you feel being disclosed of encrypted digital worlds that turns into useless electrosmog."
how much fun these games must be in a Faraday cage!
Based on what I suspect all my neighbors are downloading, the game world should turn into a giant red-light district.
but back then the article was called original research and no citations were given, and none could be found. Maybe someone leaked the idea onto the Internet early?
"Moving lets you feel being disclosed of encrypted digital worlds that turns into useless electrosmog."
Double You Tee Eff?
Try:
10 RANDOMIZE TIMER
Now the big question: How long until major developers (Square, Nintendo, Capcom, Konami, etc.) start integrating elements of this concept into their games? Picture a Castlevania that determines enemy strength or random drops based on ambient wifi traffic... or a Final Fantasy that uses wifi traffic as a random seed for enemy encounters, money drops, gambling odds, etc. Heck, even randomly generated enemies (imagine a wlan full of pr0n browsers - your sedate Animal Crossing-like environment would suddenly mutate into Urotsukidoji!) You could program a reasonably robust set of default variables in the event there's no wlan available, of course... ... but really, I'd like to see the DS wifi used for more than deathmatch, email and trading. And this, in my opinion, may well set a nice precedent.
There was a game of "Monopoly" in London a while back that did this. I believe it's called Monopoly Live
The Austrian artist Gordan Savicic takes the wlan landscape to a painful level. The density of the waves and strength of the encryption cause servos to tighten a corset.
I'd like to see this designed by H.R. Giger. Forget the corset: you'd be enclosed in a giant organic vagina, which would pulsate rhythmically to indicate encryption strength.
The higher the technology, the sharper that two-edged sword.
If ever there was a perfect example of useless electrosmog, that sentence is it.
A-Bomb
I believe that it cool that games can use outside influences to change dynamically with the environment of the use but I believe that Metal Gear Acid 2 beat them to it by every time you get close enough to a wifi signal you get a new unit. This game just bring that one step further by changing the enviroment of the game itself instead of rewarding the player.
David Braben's pc game Virus (several years old) had the contents of your hard drive popping up during gameplay. For instance, the contents of random text files might scroll by while playing. The game was aware of your disk structure, account settings, etc. At least, that's how it was described to me.
Seemed neat but dangerous. A certain amount of awareness of your environment can make games more interesting. Animal Crossing is another example; it's aware of the real time and date, and the passage of non-game time.
I swear that this is exactly the same thing that Metal Gear: Portable Ops does. I haven't played it so I can't say for sure, but it sounds the same to me.
"Moving lets you feel being disclosed of" Is that some sort of Engrish?
I didn't know Tycho posted here!
Cool idea, I'd love to use it. But I doubt it will hit mainstream because of battery life.
how does this jibe with the brave new world of wifi being virtually illegal? as you move around, whose connections are you using?
I thought we were already doing 'distributed games' like this? Its a rather logical idea.
---- Booth was a patriot ----
Couldn't technology like this help with random number generators? If we can take useless "electrosmog" and use it to create structures within a game, I'm sure something like this could be used to generate something more towards 'true random'. If it has come down to things like the windows random number generator security problem http://it.slashdot.org/article.pl?sid=07/11/12/1528211 and attempts at simple methods of circumvention http://it.slashdot.org/article.pl?sid=07/09/10/147238, maybe it's time to look at elements outside of normal human control?
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I've got a homebrew cart for my DS, I'll try it out as soon as I finish watching the ending of Zelda Phantom Hourlgass. I'll report back with a mini-review soon. Saw this yesterday on the dcemu forums, but haven't had a chance to try it out.
All your base are belong to Wii.
"No officer, I'm not wardriving, I'm just playing a videogame!"
Justice is the sheep getting arrested while an impartial judge declares the vote void.
For home consoles, this might be okay, but on portables, I don't want WiFi on and draining my battery power unless I intentionally choose to connect to the internet for web surfing or playing games. The last thing I want is my battery to run out on the subway because a game required that WiFi be on at all times, draining my power twice as quick.
"It's a reverse vampire...they....they crave the sun!"
It had a solar sensor built into the cartridge. :(
I always hoped more games would pick up on the idea, but alas...
As an avid RPG fan, IMHO this approach to enemy generation is very appealing. Let's look at it this way. If I have a reason to battle a specific foe (often generated by hotspot X) it would be fun to travel in the "Real World" to a specific location as opposed to some place within the game. This is just a simple example. I'm sure there are more intuitive ways to apply this. I'm not saying that all RPG's should adapt to this approach but it would be neat on some, or in certain aspects of the game.
From the article:
'The project "the pain of everyday life" is a city-intervention and a digital art performance addressing public and private space within the realm of everyday constraints. It resembles an urban interface for an invisible city, an architecture which is subconsciously perceived and which constantly oscillates as resonant landscape, consisting of electromagnetic waves.'
Ugh. This reads like something from timecube. I think Hobbes (the tiger) but it best when he said "Maybe we can eventually make language a complete impediment to understanding."
Slashdot: news for Apple. Stuff that Apple.
How long before the reverse becomes true, and in-game events affect real world conditions/actions ?
There are already Pokemon which cannot be caught unless you went to a specific event held in Japan, or get one traded through the six degrees of separation principle. Now I'll have to go to actual real-world locations to find the obscure ones?! How are we supposed to do that from our Mum's basements?!
Also, could access points be used to simulate GPS with appropriately standardised naming schemes/info. packets?
Leela: "Is all the work done by children?" Alien: "No, not the whipping."
A better option would to have the enemy strength INVERSELY related to ambient wifi traffic... then all the epic battles happen in the countryside!