Tag Archives: Video Games

How Video Games Make You a Quantum Physicist

By Doc Von Derwin

Video games are often regarded as a waste of time, despite being a billion dollar economy-boosting industry that provides escapism in the same manner as movies and music, and which I would argue qualify as an art form. But beneath the entertaining surface, behind every compelling zombie apocalypse narrative and bullet-time slow motion headshot, there is a hidden experiment that can be found in almost every video game that makes the player a quantum theorist.

Let’s point to one of my favorite games, Bioshock: Infinite (if you have not played this, go do that now and let me know what you think, I genuinely want to know). Bioshock: Infinite uses quantum theory to explain the plot, the setting (a floating city), and the existence of its gameplay mechanics. A pair of scientists discover the ability to create tears through time and space, which leads to the discovery of alternate timelines and – in a manner of speaking – time travel. As they groove through time and space like a 1912 version of Bill and Ted, they end up bestowing a main character, Elizabeth, with the ability to create tears at will, allowing her to bring weapons or machines to a location instantaneously. As we find out, those items already exist at that location in a different reality; she is not conjuring them up out of thin air but rather is opening up a tear to another reality and meshing it with their current one.

Here is a bit on Quantum Theory. The idea of Quantum Theory is that there are infinite timelines with infinite possibilities. These timelines diverge over any action, such that there is a timeline where I do not write this article and read a book instead. When I play the lottery with a one in a million chances of winning, I exist in a reality where I lose, but there is one reality where I win despite losing in 999,999 other realities. Bioshock uses this to explain how the main character, Booker, is able to die in combat then come back. We see one Booker die by making the wrong decision in combat which leads to his death, then are moved to another reality where Booker makes different decisions that lead to victory. The death of Booker ends the timeline entirely, so we continue the rest of the game in another timeline where Booker is still alive and able to move the plot forward. What the makers of the game probably did not intend is for this to be able to apply to all games.  Every time Master Chief dies in Halo, we jump to a different timeline and continue the plot but with different actions.

In addition to Bioshock’s accidental explanation of save points in video games, the theory can also connect games in an interesting way. All games can technically exist in the same universe, but the players see only a particular section of a particular timeline which has been generated by certain actions. With The Last of Us, we see a timeline where cordyceps cause a brain infection in humans thus creating the fall of civilization, while Call of Duty: Advanced Warfare demonstrates a reality where that didn’t happen and the characters from the Last of Us are living happy normal lives. As I run through the depiction of Seattle in Infamous: Second Son, I am seeing an alternate version of Seattle because the existence of superheroes changed ideas of architecture. This is why it looks nothing like downtown Seattle.

This further gives meaning to why we play games. Somewhere across all the infinite universes is a timeline where the video game we are playing is a reality, meaning you are experiencing a real world scenario. Games are preparing you for a potential reality and arming you with the extra knowledge you need to stop the Covenant from destroying planet Earth. Games that are set in the past are like timeline history lessons, where we get to learn from the errors of focusing more energy on nuclear technology like in the Fallout series, or the advantages of a new evolutionary track where Bandicoots are better than humans at out-running boulders and are allowed to be named Crash. So the next time anyone dismisses video games as a waste of time, you can tell them you’re actually a quantum theorist and you like to be prepared.

Podcast Lost in Games Episode 6!

Get ready, because this is a weird one. We discuss what movies should get their own video games and vice versa. Somewhere along the lines we get really goofy and let the whole show go off the rails, but in the funnest way possibly. Guests today are Misha Charczenko and Terran Jendro on our goofiest episode yet. It’s Podcast Lost in Games Episode 6!

Podcast Lost in Games Episode 5!

On this weeks episode we discuss game franchises and how adding another number to your favorite game doesn’t always make it better. Our guest Terran Jendro joins us as we dive into some popular game franchises to identify which incarnation of the franchise is the best and what other franchise need to change to stay unique and not repeat themselves.

Podcast Lost In Space Episode 17!

It’s Podcast Lost in Space Episode 17! We’re down to just Doc and Alexander… plus very special guest Caitlin. It’s a geeky episode of PLIS this week, which is what happens when you leave Alexander and Doc alone. We talk about Virtual Reality and Food Facts. It’s a weird one this week.

Check out Caitlin’s Company Shiro Cosmetics!

Follow Us: @PLISOfficial on Twitter or on Facebook at Podcast Lost In Space and on Youtube atTPLIS Official

Many thanks to Peter Scott for his awesome Intro/Outro Music! Everyone go check him out! https://soundcloud.com/peterscott-3

And many more thanks to Matthew Jager for his amazing graphics and banners! Check him out at mjagerdesign.com and on Twitter at @TheSeattleOne

Podcast Lost in Games Episode 3!

Episode 3: On this weeks episode, we discuss how story and gameplay coexist. Does a good story make bad gameplay something worth dealing with and vice versa? This weeks guests are Bryan Whiting, Terran Jendro, and Caitlin Johnstone.

 

 

Podcast Lost in Games Episode 2!

Today’s episode is all about Fallout 4. Join Doc and Special guest Bryan Whyting as they dig into discuss what makes the hit new game so appealing and why everyone is okay with burning 200 hours into it. (Not everyone – Alexander)

Follow Us: @PLISOfficial on Twitter or on Facebook at Podcast Lost In Space and on Youtube atTPLIS Official

Many thanks to Sean Graffis for his awesome Intro/Outro Music!

 

Extra Life Recipe: Loaded Potato Soup

All By Seneca

Today’s recipe was made during the Extra-Life event this past weekend. The original recipe was given to me by one of the families I tutored for during my sophomore year at undergraduate school. Over the years I’ve modified it little by little into what I now use as a simple at home recipe for when the weather is a bit too cold for my liking. The family called it potato goulash, but I think of it more as loaded potato soup.

tsp = teaspoon

Tbsp = Tablespoon

lbs = Pounds

Mince = chop into very small pieces

Diced = You chop the thing into roughly square like shapes

Cubed = Actually what it says, cut the ingredients into rough cubes, much bigger than diced

Sliced = Cut into thin broad strips (usually circles)

Chopped = to cut into small pieces with repeated blows

Al Dente = Pasta and/or Vegetables, Rice or Beans that are cooked to be firm to the bite. – Another way to put it is that it’s cooked but not fully cooked

Saute = cook with oil

Fold = Mix the ingredients by scooping the bottom of the mix onto the top of the mix.

Reserve = Hold on/Don’t discard. Usually a liquid that is normally considered waste.

Ingredients

  • 5 lbs of red potatoes
  • 3 pieces of garlic – fresh
  • 10-11 ounces of cream of chicken
  • 10-11 ounces of cream of celery
  • 1-2 pounds of bacon (depends on preference)
  • 2 cups of shredded cheddar cheese
  • 2 tbsp of butter
  • Salt – for taste
  • Half a quart of whole milk (even 1% works, it just won’t be as thick)
  • 2 bunches of chives (maybe only 1 if you’re not a chive addict like me)

Necessary Equipment

  • 1 large pot (at least 2 quarts)
  • 1 cutting board
  • 1 sharp knife
  • 1 wood spoon
  • 1 serving soup spoon
  • 1 pan
  • 1 mug

Instructions

  1. Fill up the large pot 2 thirds of the way full with water, and put it on the stove top to boil. Don’t forget to salt the water! Heat the water on high.
  2. While the water is heating up, wash and then chop up the potatoes into slightly larger than bite size pieces. I personally like to leave the skin on. While chopping the potatoes remove any off looking bits (brown, root, etc).
  3. Put all the chopped potatoes into the water once it starts to simmer and let the potatoes boil for 20-30 minutes. This can depend on the heat of your stove, a good way to tell if you’re ready to move onto the next step is if the potato skins are starting to pull away from the rest of the potato chunk. Make sure the stove’s temperature is so that the water is simmering, not boiling.
  4. Once you’re potatoes are ready, place the mug at the bottom of the sink and pour our all of the water except 2-3 inches of it. Pour the water over the mug so that you have more if you accidently pour out too much.
  5. Once the water is drained, set the pot back on the stove top. Put the cream of chicken and celery in the pot and half a quart of milk. Stir well, if the soup still looks too thick add more of the original stock to the mix. Stir before you add more. The soup should be simmering, not boiling or you will get soup all over your counter tops and stove top. The soup will take at least an hour to cook down fully, what you’re looking for is the potato chunks to dissolve and the soup to become less chunky.
  6. Peel and chop three pieces of garlic, then cut the bacon into small bite sized pieces.
  7. Heat up the pan and melt the butter in it, once the butter has melted sauté the garlic in the butter until it turns golden and the smell of garlic is wafting up at you. Then move the garlic from the pan to the pot, stir the soup well.
  8. Use the pan to now cook the bacon, watch the bacon carefully to ensure that it does not become crispy. Once the bacon has been cooked (feel free to do this in stages if you only have a small pan), move the bacon and the bacon fat that has pooled at the bottom of the pan to the pot. Stir well every time you add more bacon or bacon fat. If you want extra bacon on top, feel free to reserve some for later. The bacon you reserve can be cooked longer for a more crispy bacon topping.
  9. Now you should have some time to sit back and relax a bit while the soup continues to cook. If you bought un-shredded cheese now would be a perfect time to shred it. Check up on the soup ever 15-30 minutes until the consistency is right. Make sure to scrape your spoon into the sides and corners of your pot so that the potato soup doesn’t stick to the pot there.
  10. Once the potatoes have dissolved into the soup, turn the heat down to low. Chop the chives if you haven’t yet. Once the bacon, cheese and chives are prepped and the soup is done serve yourself a wonderful bowl. For a nice presentation like the one above put the chives, bacon, and cheese on top of your soup.
  11. Enjoy your soup! Maybe share with a friend.

Extra Life: A Brief Primer

YouTube_cover

If you’re a fan of the podcast, you’ve probably heard us (me) talking about the big Extra-Life Event coming up. Hopefully you’ve gone into the show-notes for the link to our extra-life team, but if not you’ll get it again. For those you who join us primarily on the blog, you have no idea what I’m talking abut and that’s what we’re here for now.

Extra Life is a charity that mobilizes thousands of gamers every years to help raise money for local Children’s Hospitals. Started back in 2008, the community has managed to raise over $14 Million for their local hospitals and this is one of a dozen major charity events and programs that the gaming community takes part it. The marque event of the Extra Life campaign happens on Saturday November 7th in a mass culmination of 24-hour gaming marathons. Much like the Relay-for-Life the idea is to raise funds and donations while providing entertainment.

So what are we going to do? Well, it’s all still up in the air but our rough plan is that we’re going to go live around 10am on Nov 7th and I go to bed around 10am on Nov 8th. Seneca will be around a bit on stream, making food (recipes forth coming) and playing games. We’re going to have former guest and friend of the show Joedor_ hanging out from something like the Start of the stream to bout 4pm when he goes off to do his own stream. Everything else, is a mess that we’ll figure out. Come watch us (me) slowly go insane and have fun, pass a few dollars on for the kids and get some entertain in the process.

Check out Our Team, and Donate!

You can watch us on Twitch!

 

Lost In: Game Length – Are Games Too Long?

Promo Art for the Tomb Raider reboot

Hey ya’ll, I’m back for another piece and this time we’re going to talk about game length.

We live in an era of unparalleled technological advancement. Video games were born as a by-product of this era and though their origins were humble, they have always been in the forefront edge of technology. For most of it’s history Graphics were the benchmark that the industry held itself against. The most photo-realistic car for someone to drool over [Watch the Video, it’s ridiculous]. Or perhaps the best generic Nazi to shoot. Through it all, we saw rapid forward advances in the fidelity and technology… until now. Sure games still look better but now, graphics aren’t a real benchmark. Art design has become more important and so games found a new benchmark. Now, a game’s true “awesomeoness” can be measured by how much of a “Fully Realized Open World” they can make. These days, that phrase doesn’t just mean map that lets you wander anywhere but a proper simulation where the squirrels plant acorns that grew into saplings that dragons burn down all well you wander the world without load screens, This has led to what I like to think of as the “100-hour minimum”, its the point where you have to hit in order to prove your game pushing the limit. The Witcher 3, Dragon Age: Inquisition, Batman: Arkham Knight, Metal Gear Solid V, just to name a few from this year There are countless other games that hover in-between 40-60 hours, which is just about the industry standard for normal games these days. 100 hours. That’s the 4 Days and change solid of your life, sunk into one game. 40-60 hours is a work week. This is often a considered great deal for the consumer, 60 dollars is a lot of money after all. Especially for us Millennials scrambling between random part-time and retail jobs, one game can last months.

Maybe I’m starting to get old [haha says me at 22] and, gods forbid, growing up but these 100-hour games are starting to become untenable. I have too many other demands on my time these days to feel good about playing through Mass Effect 3 as non-stop as possible [it was finals week] until I burst a minor blood vessel in my eye and finished the game [and aced my finals, cause yyeaaahhhh]. On top of that, most of these open world games demand your time in a fairly significant way. Play sessions seem to be intended to be  in the 3 to 5 hour length and story beats are portioned appropriately but even at regular 5 hour play sessions, you’re chipping at the behemoths 5% at a time. With a more industry standard 30-40 hour game that percentage sky-rockets to 16-12% respectively but even then, its hardly scratching the surface. I don’t have a lot of 5-hour time-blocks free and those I do, I try to wedge social events –board game nights and D&D nights– and chores into. Or writing. Or Homework [ew]. Ninety percent of gamers won’t finish any given game’s campaign but we keep making them longer!

Maybe I’m starting to get old [haha says me at 22] and, gods forbid, growing up but these 100-hour games are starting to become untenable. I have too many other demands on my time these days to feel good about playing through Mass Effect 3 as non-stop as possible [it was finals week] until I burst a minor blood vessel in my eye and finished the game [and aced my finals, cause yyeaaahhhh]. On top of that, most of these open world games demand your time in a fairly significant way. Play sessions seem to be intended to be  in the 3 to 5 hour length and story beats are portioned appropriately but even at regular 5 hour play sessions, you’re chipping at the behemoths 5% at a time. With a more industry standard 30-40 hour game that percentage sky-rockets to 16-12% respectively but even then, its hardly scratching the surface. I don’t have a lot of 5-hour time-blocks free and those I do, I try to wedge social events –board game nights and D&D nights– and chores into. Or writing. Or Homework [ew].

Now, I want to dig into the Witcher 3 realllllyy badly and Metal Gear Solid V sounds like fun game but I know that as my life is right now spending money on them is just going to add them to my pile of shame (my backlog). I also know that when X-Com 2 comes out, I’m going to probably put 20-80 hours into it. The Beauty of large 4X (Expand, Explore, Exploit, Exterminate) Strategy games is their inherent flexibility in play session. Sure, I’m going to play my entire Saturday irresponsibly because JUST ONE MORE TURN but I can make satisfying progress in a 30 min session squeezed between work and school. However, as far as story-based game go, I lament the slow death of the 8-10 hour campaign. The kind of game that takes just one or two sittings to burn through, leaving you with a well-crafted narrative paced completely and deliberately.

Last of Us, the Tomb Raider reboot, the Call of Duty or Halo Campaigns, are all these nice easily digested stories. These campaigns last around 15 hours, 14 hours, 3-6 hours respectively. Their campaign lengths all sit within  two or three steady play sessions and are paced much more naturally because of it. You get to experience the whole emotional arch of the story in a weekend or two of game play rather than stretching it out over two, or three, whole months. We need to respect these smaller campaign lengths because they offer richer, more tightly mapped narratives than their giant cousins in packages we as an industry can reasonably expect to people to complete. Really, I just absolutely loved Tomb Raider. Like irrational loved it for it’s shortness.

Thanks to anyone who made it this far listening to me ramble on about why games are too long these days. I know many people disagree and I love these behemoth games just as much as the next person but we’ve passed the point of reasonable length.

Podcast Lost In Games Episode 1!

Join Doc and Alexander in the inaugural episode of PLIS’s Gaming podcast as we dig into a spoiler-filled Episode of The Beginner’s Guide, a new game making waves in the industry. Not a video game fan? Check this out anyway, the discussion gets deep on topics about creative ownership and authorial intent using this game as a backdrop. If you can, we recommend you play the game first because this whole experience is better that way.

Follow Us: @PLISOfficial on Twitter or on Facebook at Podcast Lost In Space and on Youtube at TPLIS Official

Many thanks to SeanBad for his awesome Chip Tune music!

And many more thanks to Matthew Jager for his amazing graphics and banners! Check him out at mjagerdesign.com and on Twitter at @TheSeattleOne