<![CDATA[Kotaku: wired]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: wired]]> http://kotaku.com/tag/wired http://kotaku.com/tag/wired <![CDATA[The Sordid Story Of The Gizmondo May Come To Movie Theaters]]> Tiger Telematics' spectacularly failed Gizmondo portable game machine may be the most exciting industry misfires of all time. Someone thinks it's potentially exciting enough to be brought to the silver screen.

Of course, one of the most interesting characters attached to the drama that was the Gizmondo is Swedish businessman Bo Stefan Eriksson. He's probably best known for destroying a Ferrari Enzo, one that was illegally imported, worth one million dollars. But he's also known for blowing through $300 million in Gizmondo capital with his hardware launching cohorts, being arrested on grand theft auto charges, and having an alleged organized crime past.

The Hollywood Reporter writes that writer-director Craig Zobel and producer Beau Flynn have optioned Eriksson and Gizmondo's story, hoping to put the tale of the failed handheld in front of a lens. They've optioned the 2006 Wired story "Gizmondo's Spectacular Crack-up" for a potential movie.

Yes, that's potential. Just because the rights to that Wired piece have been optioned doesn't mean that a movie will ultimately be made about Eriksson and crew.

Still, it could make for very interesting cinema, if done right. And that means not showing any Gizmondo in-game footage during the film.

Con man's story a real 'Crack-up' [The Hollywood Reporter via Gizmodo] [Image Credit]

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<![CDATA[Piggy Banks You Can Play]]> Gaming...banks? Saving money is a game, so hey, why not. There's an article I wrote in the latest issue of Wired about Japanese piggy banks that incorporate gaming elements.

The Jinsei Bank ("Life" Bank), Ikemen Bank ("Cool Guy" Bank) and BANKQUEST. The neat thing about doing the piece is that I actually "played" through all the banks. Had to get a huge stack of bills changed — "Jinsei Bank" can hold about a thousand bucks!

Be sure to click through the gallery to get the blow-by-blow gameplay account.

This Little Piggy Bank Became a Videogame [Wired]

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<![CDATA[No Choice, Richard Garriott, You Must Learn Russian]]> Wired has a nice feature up on Ultima Richard Garriott and his cosmonaut training in Russia's Star City. Written by Masters of Doom author David Krushner, here's a sample:

It's one thing to adjust to life in Star City—but quite another to endure the confounding, confining, and sometimes just plain goofy training regimen. The first challenge is the language. Garriott is an autodidact wunderkind who persuaded his high school teachers that learning Basic code counted as fulfilling his foreign-language requirement. He won't be as fortunate at Star City. All of the instructions, instrumentation, and communications in space will be in Russian. So, for four hours a day, Garriott and Halik slave over fat, dusty language books in class, then tote them back to the Prophy to study more at night.

Great stuff. Click below to check out the full piece.

Going to Space? [Wired]

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<![CDATA[Miyamoto's Secret To Quality Control: Less Sega, More Mario]]> With console warring between Nintendo and Sega a thing of the past, Sega now relegated to a software only existence — robot girlfriends and indoor astronomy gizmos not included — you'd think that those Genesis era wounds would have healed. Perhaps without meaning to, famed Nintendo designer Shigeru Miyamoto may have split them open again.

When asked about maintaining quality control at Nintendo, Miyamoto says the key is in avoiding Sega-style design. He tells Wired, "I'm always instructing my game designers on the history of the characters and worlds we've created. Often we're in development and I'll say, 'Oh, this looks like a Sega game. We need to make it look more like Mario.'" Ouch.

In Miyamoto's defense, he may have been talking about Sega's last decade or so of existence. And that's totally fair.

15th Anniversary: Revenge of the Wii [Wired via NeoGAF]

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<![CDATA[Condé Nast Snaps Up Ars Technica. The newest...]]> Condé Nast Snaps Up Ars Technica. The newest addition to the CondéNet family, by way of acquisition, is technology site Ars Technica. The Associated Press reports that the publisher will "combine it with the online operations of Wired magazine." Wired, which republishes its print magazine content online and runs a stable of blogs such as Gadget Lab and Game|Life, seems to have a noticeable amount of coverage crossover with Ars, so we're interested to see how well the two will combine.

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<![CDATA[Custom Video Games Training American Spies]]> spy_games_630px.jpg
Fascinating article on Wired.com — the U.S. Defense Intelligence Agency, the Pentagon's CIA counterpart, just paid $2.6 million for three custom video games to train its entire analyst corps, young and old. So, you want to bitch about $60 titles on the Xbox, think of that next time. Plus, these games are bereft of squad-based FPS tactics or any real arcade action. They're designed to get to the heart of epistemology, which is, in essence, how you know what you know, and in these three cases, it's how to assess a threat or judge the quality of information.

The three titles are called Rapid Onset, Sudden Thrust and Vital Passage, which is a Freudian trilogy if I've ever heard one. Seriously, the DIA's Bruce Bennet told Wired that the games are more effective than daylong powerpoint torture sessions at getting training and a message across. And I can dig that.

DIA aren't the only ones using video games to train analysts. The Army has a game training interrogators that is entitled "Intelligence and Electronic Warfare Tactical Proficiency Trainer Human Intelligence Control Cell," which is based on Far Cry's architecture.

Fascinating and enjoyable read, of course. And, ulterior motive, I know someone who also might kinda sorta do spooky intelligence shit and that person's monitored my Interwebs traffic before, so I'm wondering how soon after I post this that I'll get an email from ... oh Holy Jesus that was fast.

US Spies Use Custom Video Games to Learn How to Think [Wired]

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<![CDATA[Five Tips For Not Making a Crappy Game]]> This month's Wired has a look at MMO Arden: The World of William Shakespeare. Armed with a US $250,000 MacArthur Foundation grant, Indiana University profession Ted Castronova and his students created the MMO, which as the professor points out, was "no fun" and "failed." Castronova and his team and working on the game's sequel. He's learned from his experience and offers up these five tips on making academic games that don't suck:

Don't Be Overly Ambitious "We thought it wouldn't be too hard to design a realistic War of the Roses-era economy, complete with swords, armaments, horses, food, and clothing. You want to create a suit of armor? First you have to smelt brass to make the bolts and gather fibers to make string ... We soon learned why most designers don't do that level of realism."

Go Low Tech
"If you can't find a professional game studio to partner with, start small. There are lots of simple development platforms to experiment with. Look at Tribal Wars — it's an HTML-driven online game with hundreds of thousands of users. It can be played in a browser window."

Think About Your Audience
"We put Arden in front of Shakespeare experts and they loved it. We put it in front of play testers and they yawned. We'd get feedback like, 'I talked to that Falstaff guy for a while and got a quest to go repair something. I logged out and never came back.' Too much reading, not enough fighting. Arden II will be more of a hack-and-slash Dungeons and Dragons type of game."

Get a Full-Time Staff
"I love my students, but they just don't have the schedule to do this. I have a very able lead designer and an excellent lead artist, but they had to pause for midterms. You need a core group of 60-hour-a-week people."

Concede Screwups
"You face a moment where you can admit something isn't working or you can lie about it. It's like in Shakespeare's plays: The tragic heroes keep making new mistakes that compound their original mistakes. The comic heroes muddle around and find themselves in ridiculous circumstances, but in the end they accept their own humanity, and the audience respects them for it."


Trying to Design [Wired Magazine]
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<![CDATA[The Case For Video Game Play Dates]]> Xbox Live is all fine and good, but there is no substitute for a couple of friends sacked out on the couch together, playing a video game together in person. The industry shift towards social gaming isn't something new - it's the return of something old - that feeling that older gamers like me used to get when standing around an arcade machine back in the day. Wired's Clive Thompson explores the trend in his latest column, which looks at how much a guy sitting next to you can change the gaming experience, using Army of Two as his example.

I hang out with other gamers all the time, but it's mostly in multiplayer online play, using headsets. It's social, sure. But as any psychologist will tell you, hanging out in real life allows for even richer styles of communication to emerge. In face-to-face mode, we're better at picking up the little nuances — frustration, glee, sarcasm, subvocalized ranting, body language — that build team cohesion, and allow us to game with a positively Vulcan level of mind meld.

All completely true. The most fun I've had gaming over the past few years have been on those rare occasions that I have someone else playing with or against me at my side. Hearing a voice on the headset is one thing. Being able to turn to your side and punch someone in the arm when they screw up is another thing entirely.

Gaming with your friends is something that should be encouraged more. Oddly enough, this is one area where the PC gamers - connected to the internet years before consoles - excel. Look at LAN parties. Everyone lugs a computer out to a centralized location, complete with monitors, mice, keyboards, power supplies, etc., just for a chance to see the look on their opponent's face when they shoot it off. We need console game gettogethers, where a few folks bring their televisions, consoles, and controllers and people just chill and play together.

Mind you, if I ever seriously refer to such get togethers as play dates you have my full permission to punch me in the neck.

Frag With a Friend for Ultimate Fun [Wired]

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<![CDATA[Mad Catz To Make Wired, Wireless Rock Band Gear]]>

Mad Catz just announced they signed a multi-year deal with Harmonix and MTV to start cranking out peripherals and "other products" for Rock Band worldwide.

The company has the rights to manufacture, market and sell game accessories including wired and wireless bass guitars, drum percussions sets and a wired microphone. They expect their first controllers to hit by the first half of the year.

"This agreement with MTV Games represents a natural opportunity for Mad Catz to combine our core competencies of producing and distributing high-quality accessories with the entertaining experience of Rock Band's interactive controllers," said Darren Richardson, President and Chief Executive Officer of Mad Catz. "Mad Catz will produce premium instruments, allowing gamers and music fans to experience music in an entirely new light while taking on the personality of their favorite music idols."

"The addition of the Rock Band license is consistent with Mad Catz' stated goal to align ourselves with the most attractive brands and highly-anticipated software releases while seeking additional accessory opportunities to further diversify and grow our revenue base. With the ability to appeal to both hardcore and casual gamers alike, Rock Band is one of the most highly acclaimed releases of the 2007 holiday season and beyond."

I have very mixed feelings right now, VERY MIXED.

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<![CDATA[Dumb Exec Quote Round-Up Rodeo]]> Sometimes game execs say razor sharp things. Those moments we quickly forget. Sometimes they say jug-headed things. Those moments we remember. Forever. Over at Game|Life, they're voting on their favorite foot-in-mouth quotes from game execs. A quick round-up for you to laugh and point at:

• Former Microsoft exec Peter Moore on Red Rings of Death:
"You know, things break."

• Nintendo president Satoru Iwata in May 2004:
"Customers do not want online games."

• SCEA boss Jack Tretton on post-launch PS3 availability:
"If you can find a PS3 anywhere in North America that's been on store shelves for more than five minutes, I'll give you 1,200 bucks for it."

• Nintendo's Perrin Kaplan on Wii owners running out of memory space:
"But if your refrigerator's full, you've got to pull something out and put something else back in. I mean, really, are you using everything thing there?"

• PlayStation Father Ken Kutaragi on the PS3's intial price tag:
"It's probably too cheap... We want consumers to think to themselves, 'I will work more hours to buy one.'"

Hey, at least most game execs are not boring!
Crazy Executive Quote Award [Game|Life] [Image]

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<![CDATA[Hey Someone, Localize Game Center CX]]> Back when I visited Bandai Namco headquarters to watch the filming of Japanese reality show Game Center CX, I got to check out the then unreleased Game Center CX game. From what I played, I really, really enjoyed. The title does a nice job of mixing mini-games and old style video games in a fun, novel way. Over at Wired.com, Chris Kohler has done an extensive hands-on with the title, writing:


It doesn't matter whether you've seen the Japanese reality show on which Game Center CX: Arino's Challenge is based. This new Nintendo DS game will deliver a dose of humorous and all-too-true retro game nostalgia to anyone who remembers the 80's.

Hey, remember the 80's? Remember poring over game magazines for cheat codes to help you get past the impossible sections of the short, difficult NES games of the era? Remember sitting around with your friends on lazy summer days trying to be the first one to get past that tricky part? So do the people who designed Game Center CX, an homage to 1985's game culture.


The game isn't exactly import friendly (thanks to the Japanese text). But really, someone Kohler is right: Someone should totally localize this game. And while they're at it, subtitle the Game Center CX DVDs so non-Japanese speakers can enjoy it!
Game Center CX Impressions [Game|Life]]]>
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<![CDATA[Bashcraft's Visit to Japanese TV Show Hits Wired]]> Back in August, I went to see the filming of Fuji TV's reality program Game Center CX. Saw the show filmed and spent the day with the crew and show's star, comedian Shinya Arino. For those not familiar with the show's premise, it's simple: Arino tries to complete vintage video games. These "challenges" are usually done in the span of a day. He's filmed playing straight through, and out of that a show is edited together. Arino is affable and pleasant — hence, the show's appeal. Watching him die over and over and over again makes you want to cheer him on. What happens when he can't finish a game? Arino says:


I don't throw a fit and smash my controller... Since the staff cheers me on, I hate it when I mess up. Like when I die, I can sense the mood in the room change, and I feel awful... When I get home, I just kinda sit there, zone out and wonder why I couldn't beat that game.

Fuji TV's Daisuke Nagashima, producer Tsuyoshi Kan, the entire crew and Arino himself were very generous with their time and with providing access. I've written up both articles for Wired on my visit and the show. Check 'em out.
Marathon Man [Wired Mag]
Visiting the set [Wired.com]]]>
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<![CDATA[The Consoles Defined in One Sentence]]> The October issue of Wired mag has a nice succinct nerd encyclopedia that does a fine job of defining things in a single sentence. Game-wise, this is what they've got on the seventh generation consoles:


Wii. A motion-sensing controller, simple games, and a low price make this the top 7th-genner.

Xbox 360. Brilliantly conceived online-community features give this box sizzle.

PS3. Stellar specs can't make up for the high price and late release — a missed opportunity.


Agree? Disagree? Can do better? Discuss.
Consoles Defined [Infendo]]]>
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<![CDATA[Gabe Overcomes Gym Incident, Drives Benz]]> PAX maybe over, but Wired's Chris Baker has a fantastic Penny Arcade feature up that profiles Mike Krahulik and Jerry Holkins. The piece is peppered with some nice insights — even if you are a PA fanboy. And that's always a treat. Stuff like Krahulik saying:


One time in high school, someone broke into my locker and stole my stuff, so I had to wear gym clothes for the rest of the day. I developed humor as a defense mechanism. Now I drive a fucking Mercedes.

You listening clothes thief? He's drives a fucking Mercedes. So those who were bullied in high school have hope.
PA Article [Wired Mag]
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<![CDATA[Uwe Boll Hates Wired Who Hates Him, the Sequel]]> After reading Chris Kohler's review of Postal, Uwe Boll was less than happy. So after their brief email flirtation, Kohler asked for a follow-up wrestling match phone interview and Boll obliged. After Boll asked Kohler to correct his misspellings—we'll give you a second to get that one—they started the discussion.

Wired:...you want people to accept that this is what you're doing with this movie, that you're going to take taboo subjects and satirize them, but when I sort of take a subject like your movie and end up making a satirical or a funny article about that, I don't have the right to do that? Only you have the right...
Ooh, good point! How will the fired up Boll respond?
UB: No, you have the right to do that, absolutely, but your article was not funny. Your article was only an ongoing insult against the untalented, bad director...You should admire that nobody else did what I did in the last ten years. Nobody else on the whole planet, not one filmmaker out of Germany was able to raise money. All the German money went to the Hollywood studios, I was the only guy doing it.
Love me! Love me! Shower me in kisses!

Maybe reviewers should be approaching Boll differently, like by asking why the one guy in Germany getting money to make movies is doing such a lousy job.

Uwe Boll Interview: 'I'm Not The New Ed Wood', 'You're Not A Good Journalist'
[gamelife]

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<![CDATA[Uwe Hates Wired (Writers)]]>

Uwe Boll, it seems was not as taken with Wired's Chris Kohler's take on Postal as we were. In fact the German-born director emailed Chris to, among other things, suggest he go have sex with his own mother.

chris your review shows me only that you dont understand anything about movies and that you are a untalented wanna bee filmmaker with no balls and no understanding what POSTAL is. you dont see courage because you are nothing. and no go to your mum and fuck her ...because she cooks for you now since 30 years ..so she deserves it. people like you are the reason that independent movies have no chance anymore. uwe boll PS: POSTAL is R RATED . The MPAA understood the satire — you not — you dumb fuck

The back and forth that stems from this first email is a bit funny, though taking Uwe on in a battle of wits is sorta like Uwe taking his detractors on in a boxing match.

I actually interviewed Boll back in 2006 and was impressed with his charm, something that likely speaks more to his ability to get financing and land actors than actually pull together a watchable movie. Boll is not the game-hating troll people think he is, but he also isn't the film-maker he thinks he is and all around, that's kinda sad.

'You Dumb F*ck': Uwe Boll Responds To Our Postal Review [Update 2] [Game Life]

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<![CDATA[In Defense of Game Cliches]]> Cut scenes, health packs and cheat codes. They're all video game clichés, but necessary and even helpful ones at that. Over at Slate, Chris Baker has an insightful piece up on how old hat makes your gaming experience more enjoyable. He writes:


Every time you fire up a new title, you've got to learn how to look around, run, and fire an Uzi all over again... Each game world is like a foreign country, full of unfamiliar sights and sounds and seemingly arbitrary rules. How do gamers survive in these strange lands? Clichés. Loads and loads of clichés.

Baker's right — the tried and true really construction basic gaming grammar and without them we'd be lost. Game clichés? Live 'em, love 'em, need 'em.
Game Cliches [Slate]]]>
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<![CDATA[Wired Declares E3 "Expired"]]> wiredtiredexpired.jpg

Flipping through the latest issue of Wired Magazine, the Martha Stewart edition, I noticed that E3 made the Wired-Expired list... but not in a good way.

The info box lists E3 as Expired, Comicon as Tired and PAX as Wired. Wired has spoken: E3 is dead, long live PAX... not really, but it has to be a bit disheartening for the ESA to see Wired putting a bullet in the head of their baby.

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<![CDATA[The Pikachu Japanese Schoolgirl]]>

Chronicle Books sent along a copy of Japan Schoolgirl Inferno for me to peruse. Really enjoyed the book and do recommend picking it up. Besides covering gaming, I'm been writing about Japanese schoolgirls for something like the past three years for Wired Mag, contributing to its "Japanese Schoolgirl Watch." Anyone who's lived in Japan for an extended period of time will tell you that the styles, tastes and even make-up of teenage girls are always changing. A few years back, girls started wearing Pooh Bear, Hamtaro, and Pikachu costumes in public. Called "Kigurumin" ("ethnic mascot" in Japanese), the trend died out by 2004 when gals realized there were better things to wear than Pikachu costumes. Thank gawd!

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<![CDATA[Japanese Girl Gamers Getting Girl Games]]>

I've got a shorty in the June issue of Wired mag on the recent spate of girl's games like My Happy Manner Book, DS Therapy, Female Power Emergency Up! and Yoga Anywhere. I spent some time playing those games, which reminded me of brain games. They are geared towards females, but didn't seem to pander anymore than Japanese female magazines do. Wired's Chris Kohler also has a look at the phenomenon that's definitely worth a read and has this from Elite Beat Agents designer Keiichi Yano:

When we come up with new project ideas, we take into consideration what the female gamer community is interested in and what DS games are selling for female users.

In a nutshell: Japanese devs are female-casual-gamer attack mode. How much longer till Western companies follow suit?

Gamer Girls Take Over Japan [Wired]

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