Global Game Industry News Blog

Friday, June 26, 2009

The Consequences of Vilification: The Decline of CS and "Security"

[Cross Posted from Shambling Rambling Babbling]

I wrote a post just about a year ago on how "Hackers and Hombrewers are NOT Pirates." Like most of what I post to the web, it serves little more than to remind me later of the evolution of my thoughts on particularly relevant research interests. Like beer. Recently however, there has been a resurgence of commentary/thought on the decline of computer science programs. Though I now consider myself primarily a "historically inclined cultural anthropologist who studies cooperative work, with game development and the game industry as my primary lens," I began my secondary education as a computer science and mathematics major with women's studies and sociology as the instruments that later led me to graduate school.

What follows is my analysis of recent reports on how, "Lack of Programming Skills Puts U.S. Security at Risk," and the "gender gap in perception of computer science," [the actual report] are a product of a continual assault on the "hacker," "the tinkerer," and "hobbyist" more generally in our culture. To which I first say, "serves us right, what you reap, you sow." Having gotten that off my chest, I'll attempt to be a bit more constructive with what follows...

The problem is really two fold. One, perhaps most directly is indexed by Douglas Rushkoff, that:

"In a computing marketplace where altering one's iPhone will 'brick' its functionality and where user improvement to programs is treated as an intellectual-property violation, it's no wonder we have adopted the attitude that our technology is finished and inviolable from the minute it has been purchased."

Is that we are both culturally and legally discouraged from tinkering or hacking our devices. I actually index some of these ideas as rooted in the history of the videogame industry, in an upcoming article in the IEEE Annals of the History of Computing. This should actually worry us more than simply the realm of computer science. These issues are crucial for other areas as well, and foundational to the videogame industry. When I write in my TWC Essay that, "The importance of, the desire for, or the drive to understand underlying systems and structures has become fundamental to creative collaborative practice." This fundamental drive is being subverted by things like the DMCA and our desire for smooth technologies that encourage us to not play. So, that is certainly part of it.

The second aspect I think speaks more clearly to the decline of CS and interest by students. It is the "boring" or "nerd" factor. Now, admittedly, I am a died in the wool nerd. I don't fight that. I continually geek out, but that is the product of interest and passion.

For example, boys tended to use words such as “design,” “games,” “video,” etc., with more frequency than girls. By contrast, the secondary words used by the girls tended to take on a more negative tone—with “boring,” “hard,” and “nerd” being used more frequently.

I'm just going to come out and call a spade a spade. Yes, Fibonacci is a useful tool for teaching recursion. Yes, palindromes are a useful way to teach the utility of stacks. Yes, string parsing and number crunching are the primary things one does in computer science, but these are means to an end. These things are f-ing boring to an incoming student. Most don't see the link between these concepts and their application. Remember, so many college students have not been taught to think in the US educational system. They've been taught to memorize and there is no way to memorize the solution to a complex problem or design. So much of CS is design and problem solving, it is thinking about elegance and functionality. It is in short, interesting. But instead most CS programs start with teaching the uninteresting parts instead of giving students a glimpse of the possibilities.

"[O]ne needs to look at other factors that are turning off these young people. Why isn’t a high school interest in computer science translating into enrollment in college computer science classes?"

I taught a class full of men and women in a non-programming class to use Löve to create interactive graphics and even a few games emerged. They all got into it. Into programming. When they wanted to do things beyond their skills I then started telling them about data structures, string parsing, and number crunching. Start with the fun. That is what drives students away and gets nerds like me labeled such.

All of those other disciplines that students pursue have geeks that live within them. The geeks and nerds are those that geek out, that find passion and interest burried within the often tragically boring ways in which concepts are taught.

However, time and again, especially in the context of technology, we are encouraged or legally forced to not ask questions and look for the underlying systems and structures that make things work. Could you imagine if a student in med school when asking about how a particular device functioned, lets say a dializer for example, if the teacher responded with, "well, that is covered by the DMCA, so I don't know and we cannot find out. Just assume that dirty blood goes in and clean comes out alright?"

Tragically, my favorite computer company seems to be one of the most guilty parties in this regard. Batteries sealed in laptops and non-user replacable hard drives in "pro" laptops. Tower macs are of course much more "openable," but the laptop is on the rise. Even my favorite cell phone is marred by the fact that it is so thoroughly closed. The software APIs are open but I cannot even interface with it without the use of its dock.

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Friday, November 09, 2007

At Least I've Got Carmack On My Side

[Cross Posted from Over at IShotTheCyborg.Com]

IGN had an interview recently with Id's John Carmack on bringing Orcs & Elves to the Nintendo DS. I was particularly interested in a comment he made about homebrew development on the system.

IGN: Since this is your first Nintendo DS project, what was it like poking at the hardware?

Carmack: It was probably the most fun platform that I have personally worked on. The early consoles that I worked on (SNES, Genesis-32X, and Jaguar) had fun hardware and full documentation, but a lousy development tool chain. A lot of later consoles had much better development tools, but they started playing secretive with the exact hardware specs, at least around console introduction time.

While there are a few nooks on the DS that aren't documented, they weren't things I cared about, so to me it was almost perfect. It is a shame that homebrew development can't be officially sanctioned and supported, because it would be a wonderful platform for a modern generation of programmers to be able to get a real feel for low level design work, to be contrasted with the high level web and application work that so many entry level people start with.

Having just written about the interesting catch-22 which developers are put in (in the US at least) of being expected to know how to do things that they don't have access to. I've said for a long time that the N64 would be a great platform for developers to learn on, and it's not like it's making Nintendo any money on licensing any more. But opening up the DS to sanctioned homebrew development a la XNA Express sounds like an even better idea to me.

I got a chance to play with DS development while in India and it was a fun system to work with. I also think it's a great platform for designers, engineers, and artists to cut their teeth on, because it provides interesting design elements (two screens, one touch sensitive) with pretty capable hardware. I also imagine that Nintendo could make a lot of money on some sort of cart+memory system that allowed people to both do sanctioned homebrew, and could download games from some homebrew repository and upload them to the DS, or even a DS downloadable content "store".

My only hesitation really is that US publishers really haven't figured out the DS. So would the opening up of homebrew just be an excuse for them to continue offloading their R&D onto those with no budgets or experience? What's the logic to innovate if you can get it for free? I know I'm being a bit cynical, but I've been watching publishers kill innovative DS titles for four years now, so that cynicism is rooted in experience not just dogmatism.

Of course they're concerned about piracy now. They used to be worried about production, and they're probably worried about branding a bit still. They don't want porn games on the DS. But ultimately I think they've moved on to being concerned about piracy. But isn't that happening already? Is that fear worth the continued infancy of production methods in the industry? Didn't they just say that they use "natural selection"? It's kind of hard to have natural selection when you have legally backed up birth control flowing through the water system. Wouldn't this encourage greater species diversity?

On a related note... I've recently imported from Hong Kong one of these "unofficial homebrew solutions" for the DS. In part because I fear that Nintendo will attempt to wipe them off the face of the planet with recent efforts. Why? Because part of my dissertation is going to be interactive and on the DS. Homebrew needs to start pitching itself as speech, and if my dissertation is illegal, then so be it. It's also going to be Creative Commons and the source code is going to be in the appendix.

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Thursday, June 21, 2007

This is PRECISELY why we need More Homebrew

Not because we need MAME ported. Not so I can run my old Amiga games. This is why we need homebrew and why Nintendo ought to be opening up their platforms a bit more.

The thing of course to keep in mind here is that these guys are technically doing something illegal. It is illegal because of the DMCA. They have circumvented encrypted means of copy protection. It is an unfortunate state of affairs, but I certainly hope that what they've managed to do can be an argument for more development on consoles like the Nintendo DS.

I guess my only hope at this point is that they'll open source whatever tools and SDK's they've managed to create on the DS homebrew side. Not likely though. Game developers seem to not like sharing very much.

The other thing I find fascinating is that of course response to this kind of thing has been "phenomenal." Of course it is. We're finally seeing some game content that breaks out of the mold of the last 10 years. Of course gamers and even developers are excited about this.

Kotaku - Feature: In Plundr Size Matters
The team showed off a little of that magic recently at the Where 2.0 conference where they announced that they would be bringing pirate-themed game Plundr to the DS, hopefully within the next year. In the game you sail from island to island a ship, buying, selling and fighting for goods. But to sail around the uncharted seas you'll need to get up, get outside and travel. The game will use a special form of positioning software that will rely on the Wi-Fi built into the DS.

"We built a prototype for the DS, it's homebrew at the moment, we are beginning talks with publishers about how to bring the game to the market and develop other location based games for the DS. We are also interested in the PSP," said Area Code co-founder Frank Lantz. "The response we've received about this online has been absolutely phenomenal."
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The idea is that people will come to establish their own trade groups, so they're not, as it were, just ships passing in the night. The routes between the locations in the real world often traveled to, like the office and the home, will become trade routes.
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"The emerging network, that is the real world, that is the platform we are developing for," Slavin added. "There's a scenario in Plundr's development where some people are playing on their phone, on their DS, on their PSP but the world they play in will be persistent."

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Friday, June 15, 2007

Hackers and Homebrewers ARE NOT Pirates

So this is a common conflation in the video game industry. Anyone who wants to run something you don't want them to = PIRATE.

Sorry Dave, but you just totally stuffed your fist in your mouth.

This actually fuels my opinion that the focus on emulators by people in the homebrew world actually hurts prospects of having more open homebrew worlds for game consoles. Can we not worry about running NES ROMs (EVEN IF THEY ARE LEGAL) on our PSP's? Like just long enough to convince Sony and Nintendo that it is worthwhile to support hobbyists and homebrewers?

The conflation of homebrew and piracy is half the fault of those involved. Because in many cases piracy though perhaps not the end that was desired is an indirect consequence. We have to differentiate hacking our devices to supporting piracy.

Just because I want to run Linux on a device doesn't mean I'm going to then do dumps of UMD's to files so that I can transfer them around. Unfortunately that seems to frequently be the second thing that happens.

The world of homebrew needs more attention. Emulation and piracy needs less attention. I don't care if I can run old games on my DS. What I really want are some new cool games for my DS.

GamesIndustry.biz - Sony threatens to pursue legal action against PS3 hackers
"Unfortunately, hackers will try to exploit any hardware system software," SCEA spokesperson Dave Karraker told GamesIndustry.biz.
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Booting games and playing them are two different things, however; so far, hackers have not been able to get any of the copied games to run, nor have they been able to run homebrew software.

Every hardware launch brings with it a race for hackers to defeat the system's protections, whether for the technological challenge, to run copied software, or to allow for homebrew games.

Despite Sony's attempts to prevent its emergence, the PSP has a strong homebrew community - and hackers are doubtless hoping to establish a similar base for PS3.

If legal consequences are not a deterrent, there are other risks involved. Like Microsoft, which has banned some modded Xbox 360 consoles from Xbox LIVE, Sony could easily stop PS3 units from accessing the PlayStation network. Hackers also risk bricking their consoles.

"Naturally, any use of an exploit on the system software does void the warranty on the PS3 system... Which could be a costly mistake to see if you can run an old SEGA CD game on it," said Karraker.

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Monday, June 11, 2007

Emulators, the Virtual Console, and Opening up the Wii

It is always to see how the pile of news I didn't read over the weekend piles up and then ends up overlapping in odd/interesting ways.

One in particular was an article in the NY Times about Nintendo courting developers more-so than they previously had in the past, and this other bit about a Wii/Gamecube homebrew competition.

First of all, I really hope that the developers that put their time and effort into making games for the Wii and Gamecube spend more time on actual games than on emulators. Sure you can perhaps have a game up and running faster (?) if you're porting an emulator to the Wii or Gamecube, but I'm beginning to believe more and more that emulators on consoles tends to hurt homebrew efforts rather than help them.

Of course when I saw the Wii News article linked from Slashdot (/.), the emulation aspect was for-fronted. If you think about it, emulators are the very thing that most companies fear when it comes to homebrew. Why? Because it dilutes their brand, and prevents them from being able to re-sell you old content.

Now, that isn't to say that old content is all bad (because sometimes they make it look better), but as far as Microsoft is concerned, running your old NES games on the Xbox 360 isn't going to help them. Nintendo doesn't want you running Sony PS1 titles on the Wii or Gamecube because it dilutes their brand.

What I see as the interesting overlap here is that Nintendo really is pushing developers to think about these new platforms in new and interesting ways. What they haven't done is engage with home brew-ers, hobbyists or open sourcers. The other thing is that they haven't provided a way to get around the uber-conservative publishing companies, especially here in the US.

It is also interesting that Nintendo, of all the current console manufacturers, has yet to release an original title for their Virtual Console. What a great new medium which would circumvent timid publishers. Heck, it might even push them in such a way that they would HAVE TO publish some new interesting titles. In the mean time Nintendo would likely reap higher margins on those titles.

But, you know, it's easier to keep things closed and snuggle up with your existing developers, than to take a chance on all those people just itching to get a chance to develop for your system. If only the number of people playing with their Wii-motes on their PC's gives you an idea of the number, it's a lot. Not to mention even at RPI's game symposium this spring, several games used the Wii-mote as a control mechanism.

NY Times - Technology - Putting the We Back in Wii
"The relationship is warmer and more active than before," said Jeff Brown, the spokesman for Electronic Arts, the giant game developer based in Redwood City, Calif. The push appears to be bringing results. Analysts say one reason for Wii’s popularity has been its larger number of available game titles. At present, there are 58 games on sale in the United States for Wii, versus 46 for PlayStation 3, according to the Sony and Nintendo Web sites. That is a huge contrast with the previous generation of game consoles: to date, PlayStation 2 has 1,467 titles, overwhelming GameCube’s 271 titles.
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The Wii’s simplicity is also the selling point for software makers. Mr. Wada said developers had been slower to write games for PlayStation 3 because of the greater complexity of the console’s main processor, the high-speed multi-core Cell Chip. He said PlayStation 3’s production delays had also made Sony slow to provide developers with the basic codes and software needed to write games for the new console.

At Namco Bandai, Mr. Unozawa said PlayStation 3 was so complex, with its faster speeds and more advanced graphics, that it might take 100 programmers a year to create a single game, at a cost of about $10 million. Creating a game for Wii costs only a third as much and requires only a third as many writers, he said.

Wii News - Coding Contest
DCEmu via its Wii-News and Gamecube Emulation Sites are proud to present the first Dual Nintendo Wii and Nintendo Gamecube Coding Competition. This Coding Competition will hopefully ignite a mass of interest for creating homebrew and emulators on the Nintendo Wii and Nintendo Gamecube.
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Entries for the competition must work on either Nintendo Wii or Nintendo Gamecube or both via SD Load.

All entrys must work with SD Load or with an as yet Unreleased Exploit for Nintendo Wii. Modchip Versions of any releases must have a corresponding SD Load Version.

Entries can be Emulators, Homebrew Games, Demos or Applications that work directly on the Gamecube/Nintendo Wii.

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Monday, April 23, 2007

Sony, Homebrew, and the PSP/PS3 - A Dose of REALITY CALL

Everyone seems to be picking up on some of Phil Harrison's comments on Slashdot the other day. Oddly he comments on precisely the issue that I pitched to "The Escapist Magazine" a few months back, which they declined...

Anyway, hopefully he doesn't regret the comment, which was relatively brief, but has spurred a firestorm of media reaction. Most of it has been positive, but picked up on the differentiation of "Homebrew is sometimes a misused term and so for the purposes of this answer I will exclude pirates and hackers with illegal intentions from the definition." This was exactly what I was getting at when I pitched to The Escapist that emulation and the frequent homebrew emphasis of getting emulators up and running on homebrew systems as a process that tends to hinder rather then enable the homebrew scene.

I think one important difference that should be made and seems to be getting conflated in the coverage of this is that Sony has yet to actually announce anything here. The comparison to Microsoft and XNA has been made, but XNA Express is actually available to developers right now. Today. Not some vague plan in the future. We hear rumblings like this all the time from Sony and Nintendo, but as of now we haven't seen a single indicator that something will be released even in the next six months. By that time XNA Express will have been available for nearly a year.

That being said, Nintendo and Sony could benefit from releasing tools that don't require developers to be locked into a proprietary language like C#, which Microsoft has done. It would also be nice if they were interested in supporting open standards like OpenGL, Cg, or any of the other various standards, in favor of Microsoft's DX10 thrust.

All in all it is nice to hear executives at Sony thinking about this.

I'll actually be giving a talk at MiT5 (Media in Transition) at MIT this weekend in Boston on this very topic.

Slashdot - Phil Harrison Answers Your Questions
4.) 'Homebrew Gaming' by Anonymous Coward, maynard, and flitty
If someone manages to get homebrew games running on the PS3, will there be firmware updates to stop this kind of development, to protect your software developers, or is homebrew something you are planning on and even encouraging? Is there a chance that the policy of restricting access to PS3 graphics hardware (via the hypervisor) could be revised to encourage us homebrew developers? How does this strategy differ from your strategy with PSP homebrew? Has Sony considered offering kernel patches and an RSX optimized OpenGL library for PS3/Linux?

Phil Harrison: Now, let me first say that Homebrew is sometimes a misused term and so for the purposes of this answer I will exclude pirates and hackers with illegal intentions from the definition.

I fully support the notion of game development at home using powerful tools available to anyone. We were one of the first companies to recognize this in 1996 with Net Yaroze on PS1. It's a vital, crucial aspect of the future growth of our industry and links well to the subtext of my earlier answers. When I started making games on the Commodore 64 in the 1980's, the way I learned to make games was by re-writing games that appeared in magazines. Really the best bit about a C64 was when you turned it on it said "Ready?" with a flashing cursor - inviting you to experiment. You'd spend hours typing in the code, line-by-line, and then countless hours debugging it to make it work and then you'd realise the game was rubbish after all that effort! The next step was to re-write aspects of the game to change the graphics, the sound, the control system or the speed of the gameplay until you'd created something completely new. I might share this with a few friends but not for commercial gain at that time. But the process itself was invaluable in helping me learn to program, to design graphics, animations or sounds and was really the way I opened doors to get into the industry. Now, those industry doors are largely closed by the nature of the video game systems themselves being closed. So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent. Now having said all that, we still have to protect the investment and intellectual property rights of the industry so we will always seek the best ways to secure and protect our devices from piracy and unauthorized hacking that damages the business.

Gamasutra - Sony's Harrison Embraces Homebrew Development
Harrison prefaced his answer to the question of whether firmware updates would prevent the running of homebrew software by stating that he would “exclude pirates and hackers with illegal intentions” from the definition of homebrew.

Although the phrase homebrew has never commonly been understood to include such activities, Harrison’s implication that it might could explain Sony’s continual aggressive attempts to lock out unlicensed software from use on the PSP.

In regards to the PlayStation 3, Harrison appears more sympathetic, saying, "I fully support the notion of game development at home using powerful tools available to anyone. We were one of the first companies to recognize this in 1996 with Net Yaroze on PS one. It's a vital, crucial aspect of the future growth of our industry."
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"The process itself was invaluable in helping me learn to program, to design graphics, animations or sounds and was really the way I opened doors to get into the industry. Now, those industry doors are largely closed by the nature of the video game systems themselves being closed", he admitted.

"So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent", stated Harrison.

GameDaily.BIZ - Harrison: Homebrew Development Vital to Future Growth of Industry
Harrison also talked a bit about his own vision for the future of the industry. "I want to see the audience of people who play videogames, of any type, on any device, include practically anyone on the planet. Whether it be an immersive action game that appeals primarily to young adults, or a casual game that is enjoyed by the entire family, I hope that videogames and electronic forms of interactive entertainment continue to expand to new audiences, all the time. Linked to that, I want to see videogames given more credibility as a mainstream form of entertainment through appropriate cultural commentary and criticism," he said.

"What I hope is that 20 years from now... videogames as a pastime will be given the same cultural and social currency as a book, a film, a TV show or a piece of architecture," he added. "After all, the popular culture creators of 20 years from now will all, largely, have grown up playing, or at least being intimately aware of, videogames. The writers and commentators on those same popular culture creators will all have had the same experience playing videogames growing up - at which point the circle is complete. I don't think there is a culmination to this overall vision - it will be a constant process. Each successive platform brings new technology to the experience of games and helps expand the audience still further. I hope PS3 will be seen 20 years from now as a crucial influence in the growth of our industry."

GamesIndustry.BIZ - Harrison hints at PlayStation 3 homebrew plans
"I fully support the notion of game development at home using powerful tools available to anyone," Harrison said in an interview with Slashdot.

"We were one of the first companies to recognise this in 1996 with Net Yaroze on PS1. It's a vital, crucial aspect of the future growth of our industry."
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But he admits that these days the doors into the industry that might be opened by going through that process "are largely closed by the nature of the videogame systems themselves being closed".

"So, if we can make certain aspects of PS3 open to the independent game development community, we will do our industry a service by providing opportunities for the next generation of creative and technical talent," he added.

While Sony has encouraged legitimate independent development in some areas - notably with Net Yaroze with, in this generation, Beyond Playstation - it has been accused of adopting a heavy-handed strategy in its dealings with PSP developers, with legitimate or at least non-threatening projects often struck down by firmware updates designed to lock out pirates and the hackers who facilitate piracy.

Harrison's interest in allowing for homebrew development puts Sony on a similar path to Microsoft, which recently launched its XNA package of tools. XNA offers the ability to develop games on both PC and Xbox 360, with a complementary educational focus that will plug game development modules into a number of university courses.

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