Posts tagged: games
Klint Finley

A couple weeks ago I linked to Odyssey Works and Videogames Adventure Services, two services that promise to provide interesting and/or exciting experiencing, including kidnapping. Here’s another company:
I had to fly all the way to Detroit to get kidnapped. Extreme Kidnapping is a company operated by Adam Thick, an entrepreneur and convicted counterfeiter from Oakland County, Michigan. Thick founded Extreme Kidnapping in 2002 after being inspired by the old David Fincher movie The Game. (SPOILER: It was all a game!) For $500, Adam and his crew will abduct you at gunpoint and hold you hostage for four hours. A thousand bucks gets you ten hours, along with a bit of customized sadism. GQ was curious to see what $1,500 would buy me.
If it strikes you as obscene that people would pay to be kidnapped at a time when it happens routinely to other people for real, the fact is that we live in an age when a normal life simply isn’t enough for many Americans. If you watch enough movies and TV (as I do), you end up yearning for a life that is more cinematic than blissful. Experiences are the newest, hottest luxury items. I looked at it like I was paying for a memory implant, Total Recall-style. But the one thing that didn’t make sense to me was how Adam could pull off the trick of making a kidnapping feel real when his client knows it’s not.
Full Story: GQ: What It’s Like To Be Kidnapped
Klint Finley

Odyssey Works is like a real life version of the movie The Game. From The New York Times:
IT all looked so normal: a dozen diners chatting over coffee and hash browns at an outdoor cafe near the waterfront here on an August morning. The cook flipped eggs, a dog sniffed for scraps, and the young woman in the black sweater suspected nothing of the spies and confederates sprinkled throughout. They’d been studying her life for four months and were finally preparing to pull it through the looking glass they’d constructed. Within 36 hours there would be confusion, euphoria, tears, even an abduction.
It was all in the service of art. For more than a decade a loose-knit, multidisciplinary collective called Odyssey Works has been quietly inverting art’s longstanding arrangement with its audience. Rather than a single artist creating for a general population, it directs many artists at a deeply researched population of one. The intricate creations that converge in the group members’ weekend-long performances — sound installations, films, performance art and more — exist only for their chosen subject, whom they’ve come to know very well. Then it all vanishes. The idea is a beautiful inefficiency: a tiny but infinitely more affected audience.
Full Story: The New York Times: A Waking Dream Made Just for You
(via Tim Maly)
Oh, and they’re accepting applications until April 15.
See also:
Klint Finley
I wrote for Wired:
But some believe gamification may do more harm than good. Kathy Sierra, a game designer who has given talks on the dark side of gamification, tells Wired that game designers and scholars are almost universally against gamification.
As Sierra points out, gamification replaces an intrinsic reward with an extrinsic one. In other words, it shifts a participant’s motivation from doing something because it is inherently rewarding to doing it for some other reason that isn’t as meaningful. This, she says, is ultimately less motivating.
Sierra cites research from University of Rochester psychologists Edward L. Deci and Richard M. Ryan, which was popularized by Dan Pink’s book Drive. Deci and Ryan concluded that the most powerful motivators for employees are the mastery of the task at hand, autonomy, and something called relatedness, which might involve helping a customer with a meaningful problem. Gamification replaces these motivators with extrinsic motivators like points and badges.
The other problem is that gamified applications aren’t necessarily fun. Most of what is called gamification would be better described as pointsification, according to game designer Margaret Robertson. “What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience,” she wrote in a 2010 blog post
Full Story: Wired Enterprise: How ‘Gamification’ Can Make Your Customer Service Worse
Klint Finley
I wrote for Wired:
But some believe gamification may do more harm than good. Kathy Sierra, a game designer who has given talks on the dark side of gamification, tells Wired that game designers and scholars are almost universally against gamification.
As Sierra points out, gamification replaces an intrinsic reward with an extrinsic one. In other words, it shifts a participant’s motivation from doing something because it is inherently rewarding to doing it for some other reason that isn’t as meaningful. This, she says, is ultimately less motivating.
Sierra cites research from University of Rochester psychologists Edward L. Deci and Richard M. Ryan, which was popularized by Dan Pink’s book Drive. Deci and Ryan concluded that the most powerful motivators for employees are the mastery of the task at hand, autonomy, and something called relatedness, which might involve helping a customer with a meaningful problem. Gamification replaces these motivators with extrinsic motivators like points and badges.
The other problem is that gamified applications aren’t necessarily fun. Most of what is called gamification would be better described as pointsification, according to game designer Margaret Robertson. “What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience,” she wrote in a 2010 blog post
Full Story: Wired Enterprise: How ‘Gamification’ Can Make Your Customer Service Worse

From Ars Technica:
The arcade industry is dead in the United States—everyone knows it—done in by a combination of rapidly advancing home consoles and rapidly expanding suburbanization in the late ’80s and early ’90s. The only people not in on this bit of conventional wisdom are the ones who happen to be opening a surprising number of successful new arcades around the country.
Adam Pratt, who runs industry website Arcade Heroes when he isn’t managing his own arcade in West Valley City, Utah, tracked at least 12 major, dedicated, independent US arcades opening their doors in 2011, with 10 more opening so far this year. That might not be enough to rival numbers from the golden age of arcades, but it’s a notable expansion from the years before.
“I have missed plenty of locations, but despite that, there really has been an increase over the past two years or so,” Pratt told me. “News occasionally comes along of a place closing, but it is far outweighed by openings.” And almost all of these locations are thriving, based on what Pratt has been hearing.
Full Story: Ars Technica: The surprising, stealth rebirth of the American arcade
The Portland bar/arcade Ground Kontrol was ahead of the curve.
Nicolau Chaud is a Brazilian psychotherapist and indie computer game developer responsible for such hits as Marvel Brothel, which is actually more of a business simulator than a sex game, and Beautiful Escape: Dungeoneer. Here’s Joel Goodwin’s description of the latter:
“The Dungeoneers” is a clandestine society of sociopaths who believe “pain to be the most intimate form of relationship one person can have with another”. They carry their mental disease with pride. They inflict it on their victims with impunity. A dungeoneer’s finest hour is when he or she tortures a victim to a sweet spot on the verge of madness and death called a “beautiful escape”. They also upload videos of these torture sessions for others to review, in an intentional nod to the experience of releasing games online for peers to high-five or tear down.
You are Verge, a dungeoneer of poor reputation with honed self-loathing skills. This is a game without heroes. Verge is not a likeable character.
Chaud is now using his RPG Maker skills to create a new game called Polymorphous Perversity. Not much has been revealed, but he’s given a few interviews on the game. Here’s an excerpt from Goodwin’s:
In May, Chaud’s mood was ebullient: “I had a very weird insight today: I treat my game like a girlfriend… Yeah, I know, weird. But the good thing is: it loves me back.”
But his posts were infrequent and in June he made a quick remark that this special relationship was fast becoming dysfunctional: “Making this game has been a very interesting and weird experience. Researching sexual preferences, googling for pictures, spriting 24x32 sex, reading and writing porn, getting e-mails with naked pictures from players… it’s all very weird. Fun, at first, but gets somewhat unpleasant after a while, and the feeling of numbness I’m getting towards the theme is disturbing.”
Electron Dance: Not Safe for Work
Nightmare Mode: Interview with Nicolau Chaud, Mind Behind Polymorphous Perversity
Kotaku: The Sex Game That Crossed Lines and Unnerved Its Creator
All three sites have screenshots that contain adult material (NSFW).
(links via Metafilter)
Polymorphous Perversity is currently open to its final round of testers. You can apply here.
Nicolau Chaud is a Brazilian psychotherapist and indie computer game developer responsible for such hits as Marvel Brothel, which is actually more of a business simulator than a sex game, and Beautiful Escape: Dungeoneer. Here’s Joel Goodwin’s description of the latter:
“The Dungeoneers” is a clandestine society of sociopaths who believe “pain to be the most intimate form of relationship one person can have with another”. They carry their mental disease with pride. They inflict it on their victims with impunity. A dungeoneer’s finest hour is when he or she tortures a victim to a sweet spot on the verge of madness and death called a “beautiful escape”. They also upload videos of these torture sessions for others to review, in an intentional nod to the experience of releasing games online for peers to high-five or tear down.
You are Verge, a dungeoneer of poor reputation with honed self-loathing skills. This is a game without heroes. Verge is not a likeable character.
Chaud is now using his RPG Maker skills to create a new game called Polymorphous Perversity. Not much has been revealed, but he’s given a few interviews on the game. Here’s an excerpt from Goodwin’s:
In May, Chaud’s mood was ebullient: “I had a very weird insight today: I treat my game like a girlfriend… Yeah, I know, weird. But the good thing is: it loves me back.”
But his posts were infrequent and in June he made a quick remark that this special relationship was fast becoming dysfunctional: “Making this game has been a very interesting and weird experience. Researching sexual preferences, googling for pictures, spriting 24x32 sex, reading and writing porn, getting e-mails with naked pictures from players… it’s all very weird. Fun, at first, but gets somewhat unpleasant after a while, and the feeling of numbness I’m getting towards the theme is disturbing.”
Electron Dance: Not Safe for Work
Nightmare Mode: Interview with Nicolau Chaud, Mind Behind Polymorphous Perversity
Kotaku: The Sex Game That Crossed Lines and Unnerved Its Creator
All three sites have screenshots that contain adult material (NSFW).
(links via Metafilter)
Polymorphous Perversity is currently open to its final round of testers. You can apply here.