Month: June 2016

BOOM Salad presents: eat my smaw

Watch the BOOM get his revenge on the SMAW eating BURRITO.

durty, BOOM, and the future of the Whiteout.

durty shows you the future of Whiteout…

BOOM Salad presents: Cloud Surfing in Shanghai.

Join the BOOM and his friends as they use the PWC to cloud surf Shanghai.

Editors Note: Another Historical Moment for the BOOM!

Mainland China

Mainland China

Editor’s Note: The article below represents another historical milestone for the BOOM for numerous reasons. Over the past few months, we have noticed, in our traffic results, a sharp increase in visitors from China, and the Orient in general. While we anticipated a Japanese appreciation for our work, and have translated articles into their language, we did not expect the remarkable response from our video gaming sisters and brothers from the motherlands of China and Vietnam. You are, both, most welcome to the BOOM.

In honor of their extraordinary participation, we have decided to translate some of our future articles into other languages of the East. Our first, is a translation, into Mandarin Chinese, of our most popular series to-date: “The Panopticon in My Bedroom: Parts I & 2.” It is our way of saying “Thank You” for coming to the BOOM, and allowing us to inform and entertain you.

Vietnam

Vietnam

-BOOM

Mandarin Translation of the above:

编辑前言:在过去的几个月中,BOOM惊喜地发现网站中来自中国和其他远东地区的访问量激增。因为我们认为日本玩家会对我们的内容感兴趣,所以我们过去将文章翻译成日文。然而,我们并没有料到会有大量来自中国和越南的玩家来访BOOM。我代表BOOM欢迎你们加入这个大家庭。这是BOOM发展史上的一座重要的里程碑。
为此,我们决定将未来发表的一系列文章翻译成简体中文。第一篇中文文章是我们至今为止发表的最受欢迎的文章:《私人卧室中的环形监狱》。这是我们用来欢迎和感谢中国大陆玩家来访BOOM的方式。
-BOOM

私人卧室内的环形监狱:监狱纪律在二十一世纪电子游戏中的角色

Editor’s note: The following article was published in May of 2015, but written months earlier. Some of the stats have changed because of obvious reasons, we continue to play. While these discrepancies exist, the theme and thesis, that video game manufacturers use panoptic principles in the design of their games continues to be a relevant subject for all interested in the political implications of gaming software design. We hope you enjoy it. – BOOM

私人卧室内的环形监狱:监狱纪律在二十一世纪电子游戏中的角色

作者:David John Flores

翻译:李武毅

图一:在战地4极地监狱地图中,我在充满枪林弹雨的、半摧毁的一座环形监狱中与敌人对抗

图一:在战地4极地监狱地图中,我在充满枪林弹雨的、半摧毁的一座环形监狱中与敌人对抗。

Michel Foucault是这样描述Jeremy Bentham环形监狱的设计的:“[环形监狱]的边缘是一幢环状的建筑;在环形的圆中央屹立着一栋高塔。高塔上布满了一扇扇宽敞的、面朝着边缘的窗户。环状建筑内设有牢房。每一间牢房有两扇窗户:一扇在环形的内侧墙壁上,正对着高塔上的窗户,而另一扇在环形的外侧,保证了整间牢房的采光。每间牢房均横跨了整个环形的宽度。如此一来,仅仅只需要在中央高塔上一站,管理员就能掌控整个监狱的风吹草动。并且,类似的设计还能延展到医院、精神病院、工厂、甚至学校:唯一不同的是牢房中关押的不再是犯人,而是病人、疯子、工人、或者学生。整个建筑就像布满了无数迷你剧院一般,每位演员都是孤身一人却又时刻被管理员监视。” Discipline and Punish, 1975.

从七十年代的中后期开始,电子游戏就变成了我生命的一部分,陪伴着我在硅谷度过我的童年。如今,我仍记得我操作第一台手柄、电脑、或是街机时的新奇体验。这些设备在二十世纪末引领了电子游戏工业的革命。

而在我的人生的某一阶段,就如同我的金刚狼漫画和各种球类的明星卡纸一样,我暂时停止了游戏。那时,我的注意力完全地转移到了身边的女孩们身上。在那之后,我很少玩电子游戏;偶尔玩的游戏也仅限于单人纸牌和国际象棋。我再也找不回我在一九八二年昏暗的、如巨大洞穴般的商场中街机上挥霍青春的美妙感觉了(图二)。

Figure 2 Game arcade, ca. 1983

图二:1983年十分流行的游戏街机。

然而,在我三十九岁的那一年,我重返校园,一同而来的还有我曾拥有的、对于电子游戏的痴迷。我在加州州立大学蒙大利湾分校的室友是一个二十多岁的、来自加州圣地亚哥市的作曲家。他教会了我如何使用索尼公司的PS3(一种电子游戏平台)。

我的室友幼时成长于一个热爱游戏的社区,因此他从小就拥有各式各样的游戏系统(图三)。比方说,他有任天堂游戏机(一款在当时最流行的游戏平台,其人气远远领先于第二受欢迎的微软公司的X-Box)、世嘉、索尼公司的PS、和微软公司的X-Box。直至今日,我的室友还一直对电子游戏保持着热衷。

Figure 3 My “former roommate” Taylor, ca. 1995.

图三:我的大学室友Taylor在1995年的照片。

五年之后的今天,因为我大学室友的耐心教导,我再次变成了一个游戏爱好者。我最喜欢的游戏平台是索尼公司的PS3,最喜欢的游戏叫战地4(图四)。战地系列是一款支持多人网上对战的、第一视角射击类的游戏。

战地4是一款难以上手的游戏,不少新手在竞技过程中会感到身心疲惫。并且,战地系列的官网会实时更新评估玩家们的游戏技巧和投入程度的排名榜单(图五)。从今年二月下载它时算起,我已经在这款游戏中花了九百多个小时。在战地4上投入的大量时间使我在官网上的游戏总分和游戏时长的排名中名列前茅。

Figure 4 “…a plague on the hearts and minds of men.”

图四:让玩家们身心俱疲却爱不释手的战地4。

除了总分和游戏时长之外,官网上还有“伤亡比”(游戏中死亡次数和杀人数量的比例)、“准确度”(玩家使用武器的熟练程度)和 “技巧”(玩家们对于其他参与者的评分)等不同类型的排名(图六)。

“技巧”排名等同于当今社会中工人们的效绩评估:他人根据玩家的表现进行评估;如果玩家越高效,那么他的排位就越靠前。在下文中,我将会阐述战地系列如何使这些排名和游戏系统融合。我认为,排名系统对于战地的成功起到了至关重要的作用。

Pages: 1 2 3 4 5 6 7 8

THE ROOM: An Architectural Theory of the Future Technological Foundations of a VR Universe.

In a recent GAMESPOT article, Strauss Zelnick, the CEO of Take-Two Interactive, encapsulated in a single sentence, the greatest challenge ahead for Virtual Reality. He said, “…there is no market for [an] … entertainment device that requires you to dedicate a room to the activity.” He, then, went on to identify the second major issue, when he jokingly said, “We don’t have a [room] where you stand in a big open space and hold two controllers with something on your head—and not crash into the coffee table. We don’t have that.”

And that my friends, is why Mr. Zelnick, though admittedly not a “gamer,” makes the big bucks.

Fig. 2: Staring at walls.

Figure 1: “…staring at moving pictures on walls.”

As progeny of the television-centric home entertainment ecosystem (HEe)[1] we have grown accustomed to staring at moving pictures on walls (see Figure 1), and not moving while we do so. Certainly there are times when movement is appropriate and expected, but in order to fit within the HEe it must be anticipated, and changes made to accommodate the increased need for space and separation. In other words, you need to move “the coffee table” so no one gets injured.

But in most cases, we watch TV, not moving, and, often, reclining. In fact, there have been numerous studies conducted by the manufacturers of video and audio equipment that indicate the best viewing angle, and thus seating position, for the consumer to fully enjoy a, so-called, “immersive,” entertainment experience. VR will eventually demand more.

In this, the first of a two-part series of the BOOM, I examine the problems inherent in the VR experience, as a duplication and augmentation of reality, in the context of spatial dynamics (the ROOM), room orientation, stabilization, and finally, sound presentation. It is around these fundamentals, along with several others, that the foundations of true, cognitive envelopment, necessary to convince our minds we are really somewhere else, may be established.

Pages: 1 2 3

BOOM Salad presents: RPG MAGIC!

Watch the BOOM use his magical RPG to turn the enemy into pudding.

© 2019 BOOM Salad Media, all rights reserved

Up ↑

Bad Behavior has blocked 47 access attempts in the last 7 days.