Computardery

The inevitable result of adding machines made available to autists.

Clever, but foolhardy

In an article entitled, "Gamers turn cities into a battleground," the New Scientist explores the possibilities now unfolding in the world of urban gaming. Urban gaming makes use of cell phones, GPS and other technological gimcrackery to create virtual games played in actual meatspace. It's a fascinating article, and evidently some serious skull sweat has been expended to develop something that I have no interest in whatsoever. Undoubtedly, thousands will soon thrill to the prospects of playing a spy in a game based in DC, and I will have one more thing to contend with on my commute home. As if the tourons weren't bad enough.

However one aspect of this urban gaming seems rather disturbing and frankly, fraught with peril:

Games console makers are also embracing the trend. Portable console maker Gizmondo is soon to launch Colors, a gangland game where players play a conventional arcade game to earn credits and money. These are then used to buy turf in the real world - Soho in London, say. Walk into a Soho cafe and attempt to play Colors, and the GPS embedded in the console might tell you you're playing on another gang's patch, and you need to beat them in a virtual fight to claim the turf and continue.

How long do you think - in hours - after the launch of this game before someone gets knifed?

Posted by Buckethead Buckethead on   |   § 3

The power of Google

An Australian Journalist was released by terrorists after they confirmed his identity using Google. Apparently, what they found on the internet convinced his captors that he was not working for the CIA or an American contractor.

Posted by Buckethead Buckethead on   |   § 1

Anti-Phishing Browsers

Nerd alert: This is an idea that I wanted to put in a public place, for reference!

One of the most common schemes on the big bad internet is called a phish. I'm sure you've received them -- it's an email that says something along the lines of "famous organization X would like you to confirm your account information, please click on this link and enter your credit card, etc". They're a pretty huge problem, and a lot of web users have been caught unaware, which is absolutely not their fault. It can be very difficult for even an experienced web user to verify that a given web page really comes from the entity described in the contents. Various web browser bugs have contributed to this, over time.

As a general rule, you should never click on a link in an email and enter any important information in the resulting forms. We all break this from time to time; as the schemes become more and more sophisticated, even an experienced user might get fooled.

So here's my idea. Credit card numbers, social security numbers, and often bank account numbers are unusual. They follow well known patterns. If you enter a credit card number that is off-by-one, it will often be rejected by a site because it failed to pass validation.

To increase security, we modify the browser to do the following: If the contents of any input field look like a credit card number (or social security number, or expiry date), we do not submit that information to the web site unless certain conditions are met. Conditions can include presence of a secure connection for the frame containing the edit fields as well as the target of the form submit; presence of the target ip address in a well-known database of acceptable sites, certified by credit card companies; presence of the site in a list of sites personalized for that user.

Credit card numbers can be broken up into multiple fields within the HTML. We check for this by combining all fields to see what's present. Further, we check all fields on the page, whether they have been submitted or not -- this prevents use of scripting languages to extract and encode information entered in one field and supply it to another.

This guides a user towards well-known payee sites, but still allows them to enter their own. When they do enter their own payee, we can thoroughly warn them that what they are doing is dangerous. We can also submit the IP address of the payee web site to credit card companies, so they know which sites are accepting credit card numbers.

I think this scheme is, if not bulletproof, pretty good protection against most phishing scams. It takes a measure of judgement out of the hands of the user and makes an evil site operator jump through quite a few hoops. If nothing else, it would likely result in a dramatic drop in the number of successful phishes.

Posted by Ross Ross on   |   § 1

Content-Driven Web Ads

LOOSE wire quotes Microsoft's and Yahoo's answer to questions about their use of email content to deliver "targetted" advertising. My thought of the day is this: google is big. Microsoft is big. The various content-oriented ad companies seem to be pretty capable.

Why doesn't google allow me to set ad preferences? I am fifty times more likely to click an ad for, say, a computer component, than I am for Sean Hannity's latest campfire-starter. Why doesn't the google toolbar, in particular, do this? (By the way, if you use IE, you need the google toolbar; perfect popup blocking).

I have no problems with ads being on the sites I visit. The reason their click through rates are so low is that they keep showing me stupid ads for crap I am not interested in . Sometime in the year 2029 this is going to sink in for these idiots.

So how do we fix this? Simple. Every PC in the universe, practically, has Flash on it. So let's start there, as a tech base. "Generic" advertisers (those who are paid by others to show ads on their site, who do not direct content), simply insert a link to a little Flash code, wherever they want an ad. That Flash code can connect to a server and pull in generic ads, or do content-driven advertising. So far so good. The bottom of that little Flash ad can contain "Interested" and "Not Interested" buttons, which can be used to influence further ad delivery. It can also link to a more complex UI (possibly manifested right inline), that allows more precise selection of general topic areas.

None of this particularly requires Flash, of course, but it can be made very unobtrusive by using it (as in, no web page alterations). None of this is particularly original, either. I am just completely mystified as to why a user's basic interests are not taken into account, and the only conclusion I can come up with is that it's been poor usability and functionality that has prevented it from really taking off.

Imagine how much more effective advertising would be if it operated the same way that Amazon's ratings do. You can click on "I already own it", or "not interested", and have a much higher chance of seeing something that you ARE interested in...

Posted by Ross Ross on   |   § 8

Virtual Mayhem, Bon-Fide Nostalgia

Took a day off yesterday from my real job to finish work on a side job. Once that was done, and before I started another side job, I decided the time was ripe for frivolity. And since payday was nigh, and I needed a new printer cartridge, and soon found myself in my local electronics retailery, I decided not to leave without a new game.

I opted for Aliens vs. Predators: Extinction , a real time strategy game that combines the carnage of the associated flicks with the frustration of units wandering about will nilly, characteristic of RTS. Not so much strategy, some tactics, but there's not alot of true command here so the tactics really don't go much beond ensuring a good mix of trigger-pullers and support people. At least for the Colonial Marines; I've not tried the other species yet. And more often than not, the fight is over before I can really see it all on the screen- the action's just that fast. One neat touch: I saw this in the tutorial- the predators get extra points for collecting skulls. All the sounds effects are true to the flicks, inluding the pulse rifles, the motion trackers, the Alien screeching and bursting, and yes the ripping out of skulls.

But before I left the store my eyes happened to fall on the Midway Arcade Treasures compilation. It was cheap, and I had to have it. Again, the sound effects were dead on, just as I remember them, and curiously it was the sound more than the look that really opened the nostalgia floodgates. I remember what people wore ca 1980-1984, the sights, the smells of the arcade... it was really a whole lot of fun. You know the best part though? Being able to continue at will. It's like having unlimited quarters, my dream when I was 12 years old. Even though I didn't necessarily need a reminder of how much I suck at "Defender", it was kinda neat to be reminded that I do.

Posted by GeekLethal GeekLethal on   |   § 2

Lost Love Returns

Back in the day, when I was a Mac user, there was a game that I loved. When I switched to Windows, I thought that I would never play the game again. But a chance encounter in the Safeway led to a reunion... 

I was walking down the frozen foods aisle when I saw a guy wearing a shirt with this logo:

image

That rang a bell, but for a few seconds I couldn't place it. Then I remembered! 

Escape Velocity! Escape Velocity was a simple, yet addictive game. You start out with a small shuttle, with little cargo space and virtually no combat ability. But, if you're clever, you can make money through sharp dealing and avoid being killed or captured by pirates. You can use the money to upgrade your little shuttle, or save for a new and better spaceship. There were hundreds of planets, the Rebellion and the Confederation, pirates, aliens and bars.

All of what I just described would probably keep you occupied for a few hours. But the beauty of EV was the storylines embedded in an otherwise fairly simple yet wide open trading and fighting game. These kept your interest. It was a near perfect balance between the freedom to do what you want, and good narrative. A very clever game that focused on playability rather than snazzy graphics and eye candy.

For years, Ambrosia software vowed that they just wouldn't make a windows version of the game. But the guy in the shirt informed me that they had a new version, and that it had a windows port. One of the reasons (along with tax preparation) that I did little or no blogging over the weekend was the fact that this game now resides on my computer. So, for a good free (well, shareware) game, go right here and download it. 
 

Posted by Buckethead Buckethead on   |   § 0

The Future Sidles Ever Closer

Well, isn't this just the shit?

Victorinox, they of the massively accessorized cutlery, have teamed with Swiss tech company to offer a version of the Swiss Army knife featuring a USB flash memory stick, in 64MB or 128MB flavors.

In ten years I'm going to read this post and fall into peals of laughter over the tininess of 128 megabytes, much as I now scoff at the 1GB hard drive that was the SHIT back in 1995 but now isn't even big enough to run a Microsoft OS. But for the time being, look on in wonder at the utter sweetness of it all.

can you believe it?

Posted by Johno Johno on   |   § 0

Another Halloween?

There may be some proof that Microsoft is behind SCO's recent raising of capital. SCO has been trying to suppress Linux usage through a series of highly doubtful IP lawsuits. But...a while back they were suddenly funded to the tune of $50 million. There is nothing that this company can conceivably do that merits that money, so many of us have been wondering about the thinking.

"I realize the last negotiations are not as much fun, but Microsoft will have brough in $86 million for us including Baystar. The next deal we should be able to get from $16-20, but it will be brutial as it is for
go to makerket work and some licences. I know we can do this , if everyone stays on board and still wants to do a deal. I just want to get this deal and move away from corp dev and out into the marketing andfield dollars....In this market we can get $3-5 million in incremental deals and not have to go through the gauntlet which will get tougher next week with the SR VP's."

If this memo is true, it all makes sense. The $50 million was nothing to Microsoft, who wants Linux damaged. The investors who supplied it are...not interested in their investment...

Is this anti-trust? Will this White House investigate Microsoft?

Posted by Ross Ross on   |   § 0

Uru Live Disappears

I note with a little sadness that Uru Live is disappearing, before it was even born. The Myst series of games have always represented the high-water mark for graphics and visual adventure games. Uru Live was an interesting effort...an attempt to bring this kind of game into the online massive multiplayer online space.

The company spent a ton of money to build this thing. The results, visually, were pretty astonishing. Great conceptual art, excellent engine...a lot of good ingredients were there. The best moments in Uru were "vista moments", where you would come across some new area, and be simply blown away by the beauty or concept of the thing.

So what went wrong? More than anything, I think, the problem was the underlying thinking about the game that was being played. Why do we play games, or read books, or watch movies? To see things that are beautiful; to see "new" things. We can do it to learn, to interact...or to compete.

Uru never had any sense of competition. One could be built, but it did not yet exist. In fact, Uru didn't really seem to have much of a sense of gaming at all. Clever puzzles that required cooperation could have been designed, and weren't. That really left only exploration. Uru Live itself never delivered that, either...the official version never came to be.

It strikes me that the marketing of this thing was screwed up pretty badly...to get the "buzz" you need to get an MMORPG started, you need a good burst of players. The single player game was fine, but it followed the general sales pattern of every single player game: Big initial sales, then a steady decline. MMORPGs are all about maintaining the franchise. You have this initial burst of players, and you need to retain them.

Uru Live didn't exist, so there was nothing to keep player mind share.

What's more, it was painfully clear in the live "prologue" that whatever plans there were for the online component simply hadn't worked out. If Live was somewhere near a true release, vastly more of the game should have been working during the Christmas timeframe. It might not have been ready, but it should have been dramatically apparent where it was all going. It was not.

I'd conclude that management realized that the Live part just wasn't going to work, for many reasons. They decided to milk the cash they could out of the single player version, and so they have. This is a sensible thing to do. There seems to be a lot of content that's been prepared for Live; this will be released as expansion packs for the original game. Again, this makes financial sense. For purchasers of the game it makes sense too -- and is probably less expensive than a monthly fee in any case.

Bold experiments happen, and sometimes they don't work. I hope the team is proud of their successes. They've really raised the bar in some areas. Deeper planning in the actual social/online game component might have given the project legs.

Posted by Ross Ross on   |   § 0