In defense of GTA, part 2: The real problem in video games

In part 1, I talked about the development of video games to date. I explained how we ended up with games with complex multi-path plots, and games with worlds modeled in true 3D. However, game developers started to hit problems when they began trying to build 3D games with complex plots… The complexity problem The issue of managing game complexity had been discovered by text adventure programmers back in the 80s.

In defense of GTA, part 1: A short history of video games

You’ve probably noticed that a new Grand Theft Auto game is out, GTA IV. As usual, the release of a new GTA has resulted in a new round of articles criticizing (or outright excoriating) the game. I’m a big fan of GTA. I’ve played every 3D GTA game from start to finish. As such, I feel I can provide an informed perspective on the game series. I see a number of annoying misconceptions and deceptions repeated time and time again, the most infamous of which is the claim that the game rewards you for killing prostitutes.

Getting a Second Life

Getting a Second Life Imagine a world where you could create literally anything you could imagine, and explore it in 3D. What would you make? If your answer was “strip malls and casinos”, I know a place you’ll love. ◊ ◊ ◊ A while back I had the unusual experience of having my employer suggest that I spend some time trying out Second Life. IBM is quite interested in the commercial possibilities of 3D shared environments, and has even set up some experimental conference spaces.