If you think that
predictive technology sounds like something out of Minority Report,
it's far less supernatural, but no less scary in its accuracy. A
program called Blue PALMS is being used to solve cold cases, using a
database of every documented crime ever recorded in the state.
Detectives can enter an old crime report and in one minute, get a
list of 20 suspects. Actual crime prevention is a great benefit of
predictive technology, but questions of profiling do arise. They say
past behavior is a great predictor of future behavior, and the data
from these programs seems to be based on reasonable models. But
predictive algorithms can be altered by a single person, and
programming is far less transparent than an officer with an obvious
racial profiling record. Who will hold the programming accountable
and keep it in check? With the growing complexity of and reliance
upon artificial intelligence, are we really comfortable with how it
might influence and direct our law enforcement in the future? This
scenario has already been imagined in a sci-fi TV series called
“Person of Interest.” Like most sci-fi, we should consider it a
warning.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Thursday, April 30, 2015
Wednesday, April 29, 2015
Predictive Technology (part 3)
Law enforcement
has turned to predictive technology in several states already, and
Florida recently adopted a system called HunchLab that produces maps
showing small areas where specific crimes are likely to be committed
during certain times of day or night. These algorithm-based programs
have already lowered crime around the country, and smart-policing in
response to the predictions has lowered crime by as much as 10% so
far in some areas. HunchLab, for instance, is intended for use in
stopping robbery, auto theft and home burglary. Officers will be able
to focus on areas that the software tells them have higher
probabilities of such crimes. Instead of just indicating where lots
of crime has occurred, these programs are telling law enforcement
where crimes will occur, based on a wide range of variables, such as
time of day, current weather, visibility, traffic patterns, school
calendars, and social media. Yes, social media—these programs are
listening in.
Tuesday, April 28, 2015
Predictive Technology (part 2)
Google tracks
everything you do on the internet, including what you type in those
gmails you send. Many other companies do the same, and it is all
supposedly intended for "market research." Yet considering
that the NSA and other government organizations have a history of
listening in on our conversations and monitoring our online activity,
it is even more disconcerting to realize that, because of the sheer
volume of information, these organizations rely on complex computer
programs that sort through and decipher the data. Predictive
technology is a part of this--patterns are analyzed and certain
online behaviors or word usages bring up red flags that warrant
closer monitoring. Mention the word "militia" and you'll be
flagged (though supposedly, "jihad" is not on the word
watch-list and gains no such attention.) A computer program is
watching and listening, telling authorities whether or not you look
like you could be a threat. Oops, I just used one of those
blacklisted words...*waves*
Monday, April 27, 2015
Predictive Technology (part 1)
Predictive
technology/analytics is slowly infiltrating our lives and has been
for years. How many times have you been typing in a word processor,
an email, or even on your smart phone when the word you were typing
auto-completes? Sometimes this can be helpful, but most often, it
becomes extremely annoying and you have to try to mess with the
program you're using to turn auto-correct off. Some interfaces are
rather slow, so when a list of likely words appears, it can be more
efficient to pick the intended word instead of finishing the input
process. But after selecting that word, new words suddenly appear to
choose from, and often, the next word the user was going to type is
among them. Entire sentences can be inputted this way, and the more
you use that program, the better it gets at "learning" what
you want to say. It is disturbing to consider that these programs are
not nearly as developed as the far more robust versions that are
already being used by our government and the military. What will we
be seeing as commonplace in the next five to ten years? Imagine a
form of short-hand writing where you only need to type in a couple
words and your sentence will be finished for you!
Friday, April 24, 2015
Life of a Game (part 5)
So, the next time you come across a
game you like, especially if it's a bargain bin game or something by
a small indie game company, do your best to shout out about it and
let people know. Of course, if it's a major game studio, they need
the same, because even though we're all influenced by big marketing
campaigns, gamers usually buy based on what other gamers are doing
and saying. As an indie game designer myself, I try to make an extra
effort to go the extra mile when remembering my role as a gamer and
how my feedback can help a small company. On that note, if you've
tried Solar Echoes and liked it, we'd love to hear from you and for
others to know what you thought, whether it's here, RPGNow.com where
we sell our products, or anywhere else online and in social media.
Help us spread the word!
Thursday, April 23, 2015
Life of a Game (part 4)
Another problem that prevents great
games from doing well is marketing. Indie developers and publishers
often pour all of their funds into creating the best game they can—if
they don't, gamers will write off a great game for a single
weak-spot, and give it a poor rating that it might not deserve. Indie
game designers want to see their game do well so much that they will
often quickly respond to gamer criticism by patching a problem in the
game, but often it is too late, the bad review is out there. When it
comes to marketing, indie publishers can't even begin to compete with
the huge game companies and their juggernaut, multi-million dollar
marketing campaigns. It's easy to be overshadowed and forgotten,
especially if released near or on the same release date as a game
released by a well-known studio. The sad truth is that even if the
indie game is an amazing product (even better than some of the major
studio games), it rarely sells on merit alone. Often, the only way to
help it find success is for the gaming community to get behind it and
talk about it, a lot, all over social media. That's advertising that
can only be purchased by winning the hearts of the gamers.
Wednesday, April 22, 2015
Life of a Game (part 3)
One of the problems is that there is a
lot of “shovel-ware” (hastily made, poor quality software)
inundating the market. The ease of putting something online for sale
has caused gamers to exercise much more caution and to value every
dollar they spend—most of us have been burned by a bad game
purchase at some point and we resent being conned out of our money,
even if it’s just a couple dollars. Thankfully, some online vendors
like Sony have quality-control that prevents shovelware from being
sold on their storefront. Often, screenshots or even video previews
of the game are included on the storefront to get a glimpse of the
game beyond its sensationalized text description. Despite all this,
however, we gamers usually look for user feedback. How many stars was
it rated? Any comments about the game? Unfortunately, most people
never return to rate the game, review it, or comment unless there was
something about it they really didn’t like—then they feel they
ought to warn other gamers. I finally remembered to go back to the
game page and rate the game I bought this weekend (5 stars) when I
had to end my game session. I was honestly too busy having fun to
think about letting other people know!
Tuesday, April 21, 2015
Life of a Game (part 2)
When I think about all the work that must have gone into these games, I wonder about the developers and how they must feel when they see their game hit the bargain bin after only a few short weeks or months. YEARS of time is invested in developing a game, involving concept design, art design, music, story/script writing, voice acting, programming, animation, balance testing, searching for bugs, fixing those bugs, etc. etc. etc. There is a lot of money involved, of course, and much of it is paid based on a gamble—the hope that the game will earn back the investment and enter profitability in the first week or two of its release. If not profitable within the first week or two, the game is likely to fade to obscurity in the shadow of all the other new games that are constantly hitting the shelves (more so, the online market). The industry is crowded, and now that the indie scene is exploding, we gamers are turning to reviews and youtube videos to decide whether or not to part with $3 to give something a try.
Monday, April 20, 2015
Life of a Game (part 1)
There was an unexpected online sale for
a few video games this weekend, and I found myself browsing through
them to see if I saw anything interesting. I had a few hours free on
Saturday, so when I saw a list of about 30 or so games, I figured I
might be able to find something entertaining and not regret a blind
buy. Still, I found myself spending time on youtube watching the
gameplay of a few of those I was considering, priced at $3. THREE
dollars, and I was obsessing over reviews. Well, I finally took the
plunge and purchased “How to Survive” (a zombie survival game),
and wow, was I surprised! I couldn’t put the game down! The hours
slipped by and I found myself fully immersed in a game that had
personality, good voice-acting, above-average graphics, the perfect
carrot-and-stick achievement balance, customization options, action,
crafting, exploration, and just enough story to keep me going. I
never got lost and had to wander because the in-game map was solid,
the quests all related to the story, and I found myself making all
kinds of side-goals for myself as I moved towards the larger
objectives of the game. After realizing it was way past dinner time,
I wanted to know how this little gem of a game had been reduced to
selling for only $3. I checked, and originally it had been released
for $15—still quite a steal in my opinion—and not that long ago.
The sad reality of a video game’s lifespan was staring me in the
face. Very few survive beyond a few weeks.
Friday, April 17, 2015
Solar Echoes Games at JohnCon (part 5)
A combination of
tactics is likely to produce the best results on a mission, and last
weekend, Hopkins players mixed things up effectively. In one
situation, the team was trying to stop smugglers from escaping a
starport with military contraband. The team hacked into the starport
to access useful records like the shipping manifests and passenger
data. Once they had a strong suspicion as to the smugglers' location,
two of the team were dispatched to a Union Guard starship to prep it
for use. Others on the team approached the location, where the
smugglers were loading their ship. The human on the players' team
managed to convince one of the smugglers that he'd heard about the
weapons they were moving and wanted in on the deal. While he kept the
smuggler distracted (and exchanged contact info), the two Krissethi
snipers on the team managed to sneak onto the ship without being
seen. When the smugglers noticed another one of the team who had
failed her Stealth check to hide her firearm, they shouted “UG!”
and ran aboard their ship, closing the door and preparing to launch.
However, by this time, the first two UG agents had arrived with their
ship and fired a warning shot, with the Chiraktis on the team hailing
the smugglers. When they were informed that operatives were already
aboard their ship waiting to attack, the smugglers realized they were
in an impossible position—UG outside the door of their ship, a UG
starship with weapons lock in front of them, and UG operatives
somewhere inside their ship. The smugglers surrendered quickly after
succumbing to the UG Chiraktis's intimidation.
Thursday, April 16, 2015
Solar Echoes Games at JohnCon (part 4)
The team of Union
Guard agents was sent to a shopping mall full of rampaging service
robots to stop the malfunctioning drones and discover what exactly
went wrong. There was a wide variety of robots at the mall, including
maintenance bots, cleaning bots, and even delivery bots that had gone
a little “postal.” The team had their hands full handling them,
but thankfully, the Omul on the team had the “Robot ID” talent,
which enabled her to discern weaknesses in the AI of each robot type.
While battling the delivery bot, she communicated to her team that
the robot had a high chance of being distracted if it was given a
package with a mailing label. The downside was that the mailing
labels were in a slot on the side of the robot, and this meant
getting close to the malfunctioning machine. A Chiraktis character
managed to get up close while the robot was busy spraying a
fast-drying thermoplastic polymer on another character to prepare her
for packaging. The Chiraktis snatched a delivery label and filled it
out, then packaged an EMP grenade and handed it to the robot. The
robot suddenly paused and resumed its usual programmed routine,
scanning the delivery label and then storing the grenade in an
internal compartment. This was just enough time for everyone to
escape the blast radius!
Wednesday, April 15, 2015
Solar Echoes Games at JohnCon (part 3)
Another exciting
situation during one of the games at the JohnCon this weekend was
when a player managed to manipulate the captain of a smuggling
operation. The player had chosen the insectoid Chiraktis for his
character, but decided upon an unusual route and placed his extra
attribute point in Influence. His mission was to capture the
smugglers, transfer them to his ship and send them home with his
back-up crew, while his team assumed the role of the smugglers and
delivered the contraband aboard the ship so they could discover the
others involved in the smuggling operation. When his team encountered
the smuggler's ship, he used his EW (Electronic Warfare) ability to
confuse their sensors so they'd accept his ruse that he needed help
because his hyperdrive was damaged. They boarded his ship
suspiciously, weapons ready, but despite their efforts to keep things
under control, the player's Chiraktis managed to isolate and secretly
incapacitate one of the smugglers, “assisting” him with medical
help (which really ended up putting the guy to sleep.) The player
slowly isolated and worked on each of the smugglers, even convincing
the captain that one of his own men was a traitor. The player was
finally able to get in a room alone with the captain, and after a
brief skirmish, incapacitated him and bound him in security cuffs. It
was masterfully executed, and he managed the entire situation with
half the number of men than the smugglers had. Divide and conquer!
Tuesday, April 14, 2015
Solar Echoes Games at JohnCon (part 2)
Think about how
would you handle this situation: a criminal with a high-powered,
illegal military weapon jumps into the passenger side of a car to try
to escape authorities. While I've seen quite a variation of
approaches to this situation, one of the Hopkins players (playing as
the amoebic Omul) reacted in an unexpected way—she chose to jump
into the front seat of the car with him. While the two fought inside
the car, trying to punch and shoot each-other, another one of the
criminals jumped into a different car and sped away. In response to
this, a Hopkins player (playing a human) decided he wasn't going to
let the criminal get away, so he jumped into the driver's side of the
first car. The human player drove after the escaping criminal, while
his Omul partner frantically fought the criminal in the front seat.
First she tried to smother him into submission and then finally used
an energy pistol to shoot him repeatedly at point blank range. She
finished him off by successfully kicking him out of the moving
vehicle, radioing to the rest of the team that was following in
another car to “make sure you run him over.” Despite the “karma”
rating in Solar Echoes that is affected by benevolent or evil
actions, this player was truly acting out the chaotic, relativist
nature of the Omul character she was playing. (I later teased her,
saying I hoped she was just “role-playing.”)
Monday, April 13, 2015
Solar Echoes Games at JohnCon (part 1)
This last weekend at the Johns Hopkins University's “JohnCon” was a ton of fun! We ran Solar Echoes games during the days and late into the evenings with a number of very creative players, and it was great seeing them have so much fun! Two of our games this weekend had 6 players on a team working together, which opened up even more excellent tactical options. Often, things would begin with people sitting down to design their character, and we guided them through the process as they used the Player's Guide to choose their favorite alien race, their skills, physiques, personalities, talents, and equipment. Then, when they were ready to go, we dropped them into a mission and they had to coordinate as a team to achieve the mission goals. Some of the players opted for our pre-made characters (though three of them returned the next day to design their own characters for another game) and one player that dropped in the middle of a mission used an NPC for her character, which she role-played quite well! Every game was an exciting event filled with all kinds of memorable moments throughout the mission. This week, I'm going to share a few of those moments as proof that Hopkins students really know how to play Solar Echoes!
Friday, April 10, 2015
Solar Echoes at JohnCon, April 10-12!
If you're in the Maryland area this weekend, join us at the Johns Hopkins University for the JohnCon where we'll be running Solar Echoes missions for new players!
Thursday, April 9, 2015
Challenging Players: Environmental Effects
The MC has the
responsibility of creating a challenging scenario for players and
must keep it interesting. One method detailed in the MC Guide
involves using environmental effects to add variety to the
battlefield. For instance, a smoky or misty environment will affect a
laser sight and cause a bloom effect, which negates the bonus
provided by the laser sight and also highlights the location of the
gun. Radiation, wind, darkness, ice, and fire are but of few of the
other environmental effects that will have a notable impact upon
combat scenarios, some of which will affect certain races more than
others. For instance, Omuls take 1 additional point of damage from
fire, but Reln suffer 1 less damage from radiation effects.
Wednesday, April 8, 2015
Inside Information
One of the
reasons we decided to write the Mission Controller's Guide is because
we felt there was a lot of information that should be “MC Only.”
Details about several new alien races or robots that could pose a
significant threat to the character races are included in the MCG. If
we had included this information with the Player's Guide, there would
be fewer surprises and a lot less intrigue if players could study it
beforehand. Plus, what better way to establish formidable villains
than to keep them shrouded in mystery? You won't learn all the
secrets of the Solar Echoes universe in the MCG (we have to keep some
of it up our sleeve for future releases,) but you'll learn quite a
lot--far more than your unsuspecting players!
Tuesday, April 7, 2015
Flavor Text: What is it?
We have a lot of setting information in both books, though we kept it separate from rules text to make it easier to quickly reference our rules. Our setting info is in what we call “Flavor Text Boxes,” which are colorful, graphical boxes throughout the book with fun, informative, or even comical text relating to the chapter it is found in. Below is an example of informative flavor text:
"The Erwani tend to feel slightly out of place, being the only plant-life among the other 'animal' races. Despite this, they consider themselves almost as if they are wizened elders compared to the shortsighted, short-lived, and impulsive behavior of the others. However, the Erwani don't view the other races with contempt, but instead take it upon themselves to try and be caretakers and mediators to help everyone get along."
Friday, April 3, 2015
Is Dystopia All We Can Foresee? (part 5)
If a utopian
science fiction story was to be successful, I think it would have to
involve the struggles to produce such a society. It would involve the
concept of equality and freedom for each individual, and the choice
to pursue and achieve dreams by those working hard to achieve them.
In dystopias, government is usually oppressive and controlling, but
if a utopian story was written, it would probably involve a
government that listens to its people and doesn't try to overstep by
telling them what they can and can't buy, how much they can earn,
what religion they can practice, and how they are to speak. Imagining
a utopia like that might not seem too impossible to believe,
especially since that was what the writers of the Constitution of The
United States of America hoped we would have...and keep. Dystopia
seems much more realistic to us now, though, especially since those
who want to control us and deprive us of such things (because it
threatens their power) are now telling us that those utopian
qualities aren't good for us, after all. Maybe George Orwell was
right about the future—he just got the year wrong!
Thursday, April 2, 2015
Is Dystopia All We Can Foresee? (part 4)
Consider the
popularity of Edward Bellamy's Utopian novel, “Looking Backwards,”
published in 1888. The novel was immensely popular during its time,
capturing the imaginations of people with the concepts of increased
equality and reduced labor. Yet when socialism clearly failed to
deliver the promised paradise but had instead resulted in stagnant
wages, bad housing, the rarity of car ownership, and eroding
freedoms, dystopic novels such as Orwell's “Animal Farm” and
“1984” sounded with clarity the dismal future of such societies.
If science fiction is a reflection of the times, maybe times were so
rough in 1888 that a utopian vision was more appealing. Or, perhaps
times weren't that bad at all, and a utopian vision seemed within
reach?
Wednesday, April 1, 2015
Is Dystopia All We Can Foresee? (part 3)
Science fiction
involves a number of unique factors, but one crucial part is the
ability of the reader to identify with the futuristic vision that is
created. If the fictional world presented to the reader is too
perfect and happy, this fictional world is likely to be rejected.
There is one sci-fi series (I won't name names, to avoid offending
any fans of this particular show) that I was never able to get into,
and the reason was that the fictional world seemed too perfect to
me--too clean, too well-ordered and convenient. I'm not saying I like
all my sci-fi to be gritty and harsh, but I just can't imagine a
future involving humanity where they have solved all their problems.
Utopia seems a naïve concept, or something imagined by the leader of
a cult, not something practical or realistic in today's world.
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