games

How the Madden NFL videogame was developed

From Patrick Hruby’s “The Franchise: The inside story of how Madden NFL became a video game dynasty” (ESPN: 22 July 2010):

1982

Harvard grad and former Apple employee Trip Hawkins founds video game maker Electronic Arts, in part to create a football game; one year later, the company releases “One-on-One: Dr. J vs. Larry Bird,” the first game to feature licensed sports celebrities. Art imitates life.

1983-84

Hawkins approaches former Oakland Raiders coach and NFL television analyst John Madden to endorse a football game. Madden agrees, but insists on realistic game play with 22 on-screen players, a daunting technical challenge.

1988-90

EA releases the first Madden football game for the Apple II home computer; a subsequent Sega Genesis home console port blends the Apple II game’s realism with control pad-heavy, arcade-style action, becoming a smash hit.

madden-nfl-covers-sm.jpg

You can measure the impact of “Madden” through its sales: as many as 2 million copies in a single week, 85 million copies since the game’s inception and more than $3 billion in total revenue. You can chart the game’s ascent, shoulder to shoulder, alongside the $20 billion-a-year video game industry, which is either co-opting Hollywood (see “Tomb Raider” and “Prince of Persia”) or topping it (opening-week gross of “Call of Duty: Modern Warfare 2”: $550 million; “The Dark Knight”: $204 million).

Some of the pain was financial. Just as EA brought its first games to market in 1983, the home video game industry imploded. In a two-year span, Coleco abandoned the business, Intellivision went from 1,200 employees to five and Atari infamously dumped thousands of unsold game cartridges into a New Mexico landfill. Toy retailers bailed, concluding that video games were a Cabbage Patch-style fad. Even at EA — a hot home computer startup — continued solvency was hardly assured.

In 1988, “John Madden Football” was released for the Apple II computer and became a modest commercial success.

THE STAKES WERE HIGH for a pair of upstart game makers, with a career-making opportunity and a $100,000 development contract on the line. In early 1990, Troy Lyndon and Mike Knox of San Diego-based Park Place Productions met with Hawkins to discuss building a “Madden” game for Sega’s upcoming home video game console, the Genesis. …

Because the game that made “Madden” a phenomenon wasn’t the initial Apple II release, it was the Genesis follow-up, a surprise smash spawned by an entirely different mindset. Hawkins wanted “Madden” to play out like the NFL. Equivalent stats. Similar play charts. Real football.

In 1990, EA had a market cap of about $60 million; three years later, that number swelled to $2 billion.

In 2004, EA paid the NFL a reported $300 million-plus for five years of exclusive rights to teams and players. The deal was later extended to 2013. Just like that, competing games went kaput. The franchise stands alone, triumphant, increasingly encumbered by its outsize success.

Hawkins left EA in the early 1990s to spearhead 3D0, an ill-fated console maker that became a doomed software house. An icy rift between the company and its founder ensued.

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Criminal goods & service sold on the black market

From Ellen Messmer’s “Symantec takes cybercrime snapshot with ‘Underground Economy’ report” (Network World: 24 November 2008):

The “Underground Economy” report [from Symantec] contains a snapshot of online criminal activity observed from July 2007 to June 2008 by a Symantec team monitoring activities in Internet Relay Chat (IRC) and Web-based forums where stolen goods are advertised. Symantec estimates the total value of the goods advertised on what it calls “underground servers” was about $276 million, with credit-card information accounting for 59% of the total.

If that purloined information were successfully exploited, it probably would bring the buyers about $5 billion, according to the report — just a drop in the bucket, points out David Cowings, senior manager of operations at Symantec Security Response.

“Ninety-eight percent of the underground-economy servers have life spans of less than 6 months,” Cowings says. “The smallest IRC server we saw had five channels and 40 users. The largest IRC server network had 28,000 channels and 90,000 users.”

In the one year covered by the report, Symantec’s team observed more than 69,000 distinct advertisers and 44 million total messages online selling illicit credit-card and financial data, but the 10 most active advertisers appeared to account for 11% of the total messages posted and $575,000 in sales.

According to the report, a bank-account credential was selling for $10 to $1,000, depending on the balance and location of the account. Sellers also hawked specific financial sites’ vulnerabilities for an average price of $740, though prices did go as high as $2,999.

In other spots, the average price for a keystroke logger — malware used to capture a victim’s information — was an affordable $23. Attack tools, such as botnets, sold for an average of $225. “For $10, you could host a phishing site on someone’s server or compromised Web site,” Cowings says.

Desktop computer games appeared to be the most-pirated software, accounting for 49% of all file instances that Symantec observed. The second-highest category was utility applications; third-highest was multimedia productivity applications, such as photograph or HTML editors.

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Why everyone wants a computer: socializing

From Paul Graham’s “Why TV Lost” (Paul Graham: March 2009):

The somewhat more surprising force was one specific type of innovation: social applications. The average teenage kid has a pretty much infinite capacity for talking to their friends. But they can’t physically be with them all the time. When I was in high school the solution was the telephone. Now it’s social networks, multiplayer games, and various messaging applications. The way you reach them all is through a computer. Which means every teenage kid (a) wants a computer with an Internet connection, (b) has an incentive to figure out how to use it, and (c) spends countless hours in front of it.

This was the most powerful force of all. This was what made everyone want computers. Nerds got computers because they liked them. Then gamers got them to play games on. But it was connecting to other people that got everyone else: that’s what made even grandmas and 14 year old girls want computers.

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CopyBot copies all sorts of items in Second Life

From Glyn Moody’s “The duplicitous inhabitants of Second Life” (The Guardian: 23 November 2006):

What would happen to business and society if you could easily make a copy of anything – not just MP3s and DVDs, but clothes, chairs and even houses? That may not be a problem most of us will have to confront for a while yet, but the 1.5m residents of the virtual world Second Life are already grappling with this issue.

A new program called CopyBot allows Second Life users to duplicate repeatedly certain elements of any object in the vicinity – and sometimes all of it. That’s awkward in a world where such virtual goods can be sold for real money. When CopyBot first appeared, some retailers in Second Life shut up shop, convinced that their virtual goods were about to be endlessly copied and rendered worthless. Others protested, and suggested that in the absence of scarcity, Second Life’s economy would collapse.

Instead of sending a flow of pictures of the virtual world to the user as a series of pixels – something that would be impractical to calculate – the information would be transmitted as a list of basic shapes that were re-created on the user’s PC. For example, a virtual house might be a cuboid with rectangles representing windows and doors, cylinders for the chimney stacks etc.

This meant the local world could be sent in great detail very compactly, but also that the software on the user’s machine had all the information for making a copy of any nearby object. It’s like the web: in order to display a page, the browser receives not an image of the page, but all the underlying HTML code to generate that page, which also means that the HTML of any web page can be copied perfectly. Thus CopyBot – written by a group called libsecondlife as part of an open-source project to create Second Life applications – or something like it was bound to appear one day.

Liberating the economy has led to a boom in creativity, just as Rosedale hoped. It is in constant expansion as people buy virtual land, and every day more than $500,000 (£263,000) is spent buying virtual objects. But the downside is that unwanted copying is potentially a threat to the substantial businesses selling virtual goods that have been built up, and a concern for the real-life companies such as IBM, Adidas and Nissan which are beginning to enter Second Life.

Just as it is probably not feasible to stop “grey goo” – the Second Life equivalent of spam, which takes the form of self- replicating objects malicious “griefers” use to gum up the main servers – so it is probably technically impossible to stop copying. Fortunately, not all aspects of an object can be duplicated. To create complex items – such as a virtual car that can be driven – you use a special programming language to code their realistic behaviour. CopyBot cannot duplicate these programs because they are never passed to the user, but run on the Linden Lab’s computers.

As for the elements that you can copy, such as shape and texture, Rosedale explains: “What we’re going to do is add a lot of attribution. You’ll be able to easily see when an object or texture was first created,” – and hence if something is a later copy.

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Asheron’s Call had no mechanism for secure trade between players

From Timothy Burke’s “The Cookie Monster Economy and ‘Guild Socialism’” (Terra Nova: 2 May 2008):

Mechanisms of exchange have evolved in graphical, commercial virtual worlds from some remarkably crude beginnings. Veterans of the early days of the first Asheron’s Call may remember that at one point, there was no mechanic for secure trade between players. You could hand someone else an item, and then wait and hope for payment in kind. Players responded to that certainty by trying to improvise a reputational culture, including players who built reputations as a trustworthy mobile escrow (both players in a trade would hand their items to the escrow player)., who would then verify that the trade met both of their expectations and distribute the items to their new owners.

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Offline copy protection in games

From Adam Swiderski’s “A History of Copy Protection” (Edge: 9 June 2008):

Fortunately, the games industry is creative, and thus it was that the offline copy protection was born and flourished. One of its most prevalent forms was an in-game quiz that would require gamers to refer to the manual for specific information – you’d be asked, for example, to enter the third word in the fourth paragraph on page 14. Some titles took a punishing approach to this little Q & A: SSI’s Star Command required a documentation check prior to each in-game save, while Master of Orion would respond to a failed manual check by gradually becoming so difficult that it was impossible to win. Perhaps the most notorious example of this method is Sierra’s King’s Quest III, in which lengthy passages of potion recipes and other information had to be reproduced from the manual. One typo, and you were greeted with a “Game Over” screen.

Other developers eschewed straight manual checks for in-box tools and items that were more integrated into the games with which they shipped, especially once photocopiers became more accessible and allowed would-be pirates to quickly and easily duplicate documentation. LucasArts made a name for itself in this field, utilizing such gems as the Monkey Island series’ multi-level code wheels. Other games, like Maniac Mansion and Indiana Jones and the Last Crusade shipped with the kind of color-masked text one would find in old-school decoder rings; the documents could not be reproduced by the photocopiers of the day and would require the application of a transparent red plastic filter in order to get at their contents.

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Cheating, security, & theft in virtual worlds and online games

From Federico Biancuzzi’s interview with security researchers Greg Hoglund & Gary McGraw, authors of Exploiting Online Games, in “Real Flaws in Virtual Worlds” (SecurityFocus: 20 December 2007):

The more I dug into online game security, the more interesting things became. There are multiple threads intersecting in our book: hackers who cheat in online games and are not detected can make tons of money selling virtual items in the middle market; the law says next to nothing about cheating in online games, so doing so is really not illegal; the kinds of technological attacks and exploits that hackers are using to cheat in online games are an interesting bellwether; software is evolving to look very much like massively distributed online games look today with thick clients and myriad time and state related security problems. [Emphasis added]

In Brazil, a criminal gang even kidnapped a star MMORPG player in order to take away his character, and its associated virtual wealth.

The really interesting thing about online game security is that the attackers are in most cases after software running on their own machine, not software running on somebody else’s box. That’s a real change. Interestingly, the laws we have developed in computer security don’t have much to say about cheating in a game or hacking software on your own PC.

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Trusted insiders and how to protect against them

From Bruce Schneier’s “Basketball Referees and Single Points of Failure” (Crypto-Gram: 15 September 2007):

What sorts of systems — IT, financial, NBA games, or whatever — are most at risk of being manipulated? The ones where the smallest change can have the greatest impact, and the ones where trusted insiders can make that change.

It’s not just that basketball referees are single points of failure, it’s that they’re both trusted insiders and single points of catastrophic failure.

All systems have trusted insiders. All systems have catastrophic points of failure. The key is recognizing them, and building monitoring and audit systems to secure them.

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The Cold War as game theory

From Charles Platt’s “The Profits of Fear” (August 2005):

Game theory began with the logical proposition that in a strategic two-player game, either player may try to obtain an advantage by bluffing. If the stakes are low, perhaps you can take a chance on trusting your opponent when he makes a seemingly fair and decent offer; but when the penalty for being deceived can be nuclear annihilation, taking a chance is out of the question. You work on the principle that the person you are dealing with may be utterly ruthless, unethical, and untrustworthy, no matter how peaceful his intentions may seem. You also have to assume that he may be smart enough to use game theory just like you; and therefore, he will assume that _you_ are ruthless, unethical, and untrustworthy, no matter how peaceful _your_ intentions may seem. In this way a supposedly rational system of assessment leads to a highly emotional outcome in which trust becomes impossible and strategy is based entirely on fear. This is precisely what happened during the decades of the Cold War.

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Lawyers playing childish games

From Adam Liptak’s “Lawyers Won’t End Squabble, So Judge Turns to Child’s Play” (The New York Times: 9 June 2006):

Fed up with the inability of two lawyers to agree on a trivial issue in an insurance lawsuit, a federal judge in Florida this week ordered them to “convene at a neutral site” and “engage in one (1) game of ‘rock, paper, scissors’ ” to settle the matter.

… The judge, Gregory A. Presnell of Federal District Court in Orlando, wrote that his innovation was “a new form of alternative dispute resolution.”

The proximate cause of Judge Presnell’s ruling, issued Tuesday, was a motion saying the two lawyers in the case could not agree about where to conduct the deposition of a witness. The choices were the building where they both work, four floors apart, or a court reporter’s office down the street.

… wary that the lawyers would start a new battle over where to conduct the rock-paper-scissors showdown, Judge Presnell gave them a default site: the front steps of the federal courthouse in Tampa.

That will not be necessary, said David J. Pettinato, a lawyer for the plaintiff. He and his adversary have agreed to meet on June 30, Mr. Pettinato said, at “an undisclosed location.”

Mr. Pettinato added that he had been wasting no time since the order came down and had been training with his daughters, who are 5 and 9. They have advised him to open with rock. Mr. Pettinato said he was inclined to agree “because my case is solid as a rock.”

That would be an unusual opening for a lawyer, said Matti Leshem, the co-commissioner of the USA Rock Paper Scissors League, which he described as the governing body of the sport, whose headquarters are in Los Angeles.

“I guarantee you right now,” Mr. Leshem said, “that both lawyers will open with paper. Lawyers open with paper 67 percent of the time, because they deal with so much paper.”

Mr. Leshem offered to officiate the match. “What I don’t want,” he said, “is some rogue element of rock-paper-scissors coming down from the bench. When the law takes rock-paper-scissors into its own hands, mayhem can occur.”

The second lawyer in the case, D. Lee Craig, declined through a spokesman to preview his strategy. Judging from the spokesman’s tone, Mr. Craig did not find the matter especially amusing. …

“Apparently you think it is in your client’s interest to create as much misery and bad feeling as you are able,” Mr. Craig wrote [in a letter to Mr. Pettinato last week]. “In those endeavors, you are most able.”

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Smart World of Warcraft Trojan

From Information Week‘s’ “ Trojan Snags World Of Warcraft Passwords To Cash Out Accounts“:

A new password-stealing Trojan targeting players of the popular online game “World of Warcraft” hopes to make money off secondary sales of gamer goods, a security company warned Tuesday.

MicroWorld, an Indian-based anti-virus and security software maker with offices in the U.S., Germany, and Malaysia, said that the PWS.Win32.WOW.x Trojan horse was spreading fast, and attacking World of Warcraft players.

If the attacker managed to hijack a password, he could transfer in-game goods — personal items, including weapons — that the player had accumulated to his own account, then later sell them for real-world cash on “gray market” Web sites. Unlike some rival multiplayer online games, Warcraft’s publisher, Blizzard Entertainment, bans the practice of trading virtual items for real cash.

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Laws & enforcement in virtual worlds

From James Grimmelmann’s “Life, Death, and Democracy Online“:

… The necessity of a ‘Quit’ option is obvious; no adventure game yet invented can force an unwilling player to continue playing. She can always give the game the three-finger salute, flip the power switch, or throw her computer in the junk heap. …

Banishment is the absolute worst punishment any multi-player online role-playing game can impose on a player. Which is to say that a painless execution is the absolute worst punishment any game society can impose on the characters who are its citizens. Torture is not an option. Imprisonment and fines can be imposed, true, but as soon as the player behind the character finds that these punishments are too onerous, she can simply terminate her account and stop logging in; the rest of the deterrent value of the punishment evaporates. It’s hard to hold characters accountable.

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A game completely controlled by the players

From Ron Dulin’s “A Tale in the Desert“:

A Tale in the Desert is set in ancient Egypt. Very ancient Egypt: The only society to be found is that which has been created by the existing players. Your mentor will show you how to gather materials and show you the basics of learning and construction. These are the primary goals in the game–you learn from academies and universities, and then you use what you’ve learned to build things, such as structures and tools. As your character learns new skills, you can advance. …

Higher-level tests are much more complex and require you to enlist lower-level characters to help you complete them. Players are directly involved in almost all aspects of the game, from the introduction of new technologies to the game’s rules to the landscape itself. With a few exceptions, almost every structure you see in the game was built by a player or group of players. New technologies are introduced through research at universities, which is aided by players’ donations to these institutions. Most interestingly, though, the game rules themselves can be changed through the legal system. If you don’t like a certain aspect of the game, within reason, you can introduce a petition to have it changed. If you get enough signatures on your petition, it will be subject to a general vote. If it passes, it becomes a new law. This system is also used for permanently banning players who have, for some reason or another, made other players’ in-game lives difficult. …

The designers themselves have stated that A Tale in the Desert is about creating a society, and watching the experiment in action is almost as enjoyable as taking part.

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New communication, new art forms

From Jim Hanas’ “The Story Doesn’t Care: An Interview with Sean Stewart“:

I think that every means of communication carries within itself the potential for a form of art. Once the printing press was built, novels were going to happen. It took the novel a little while to figure out exactly what it was going to be, but once the press was there, something was going to occur. Once motion picture cameras were around, the movies—in some format or another—were going to happen.

I modestly or immodestly think that [developers of alternate reality games] got some things fundamentally right about the way the web and the internet want to tell stories in a way that not everyone had gotten quite when we lucked into it. What people do on the web is they look for things and they gossip. We found a way of storytelling that has a lot to do with looking for things and gossiping about them. …

Suspension of disbelief is a much more fragile creation in the kinds of campaigns we’re doing right now than it is in novels, where everyone has taken the last two hundred years to agree on a set of rules about how you understand what’s happening in a book. That hasn’t happened here. Right now, this is at an unbelievably fluid and dynamic stage—a whole bunch of things that have been figured out in other art forms, we’re working them out on the fly.

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Perfect Score Achieved on Pac-Man

From Twin Galaxies

For the first time in video game playing history, a perfect score was achieved on the legendary arcade game, Pac-Man.

On July 3, 1999 at 4:45 P.M., taking nearly six hours to accomplish the feat — on one quarter — Billy Mitchell, 33, a Fort Lauderdale hot sauce manufacturer visiting the famous Funspot Family Fun Center in Weirs Beach, NH, scored 3,333,360 points — the maximum possible points allowed by the game. The results will go into next year’s edition of the Twin Galaxies’ Official Video Game & Pinball Book of World Records — which is the official record book for the world of video game and pinball playing. …

To get a perfect game on Pac-Man, the player has to eat every dot, every energizer, every blue man and every fruit up to and including board 256 — where the game ends with a split screen. This must be accomplished on the first man, too.

When I was a freshman in high school in Marshall, I played Pac-Man constantly. I actually won a contest for Saline County Pac-Man champ, and my prize was an Atari 2600. My all-time high score was 1,187,000, played in the Wal-Mart lobby over the course of two hours.

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