Posts Tagged ‘gaming’

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Escape Pod 873: The Hazmat Sisters (Part 2 of 2)


The Hazmat Sisters (Part 2 of 2)

by L.X. Beckett

Another sundown, another night on the quest. Mom’s check-in is perfunctory: hand out XP, confirmation of their route. No mention of abnormal battery use, so they got away, once again, with their secret confab. She seems distracted. Things must be getting hot at the Chicago call center.

The girls push Mule along in the refugee fast lane, passing slower-moving families with kids and the occasional masked elder. Some of them are dragging smartcases. The real unfortunates are chipping the wheels off actual antique shopping carts, mile by brutal mile.

There’s no sign of Baron.

Around midnight they are crossing a bridge when the border of their hex runs up against the fairhair family, Papa Bear and his baseball bat mace and baby makes three. They’re riveted, watching something downriver.

Fee calls a stop before they get too close. She activates the infrared in her visor and shares the view with the others.

It’s a firefight. A clutch of warm bodies sheltering under a trio of armored cars exchanges fire with a thick concentration of autonomous platforms hovering over the blackly glinting river. Spotlights, tracers, and of course machine guns all pour fire into the ground position.

“Can we tell who’s who?” Wilmie subs.

Tess has shut off her display, opting to instead keep an eye on the family on the bridge. “Who cares?”

(Continue Reading…)

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Escape Pod 872: The HazMat Sisters (Part 1 of 2)


The HazMat Sisters (Part 1 of 2)

by L.X. Beckett

The runaway soldier comes upon their party days after they cross out of Oklahoma into Missouri, late in the afternoon when their Questmaster is on shift, as they camp in a culvert near a river somewhere near Grand Falls.

Wilmie drew last watch, shift at the end of day, through hot and humid afternoon and its build to an equally dense evening. She’s sliding in and out of a doze, heat-torpor amplified by her hay fever meds.

Pony pokes her with one of its sharps, a silent alarm that shoots Wilmie to her feet, adrenalized, raring and ready to wake the others… unless it’s a feral chicken, or a skunk. Pony’s supposed to know a coyote when it sees it, but it still flags every. Single. One.

“Unknown interloper.” Text from the bot scrolls across her augmented display.

She flicks the warning away with a gesture, linking to Tess’s Dragon and zooming with its cameras. It feeds a view of the brush direct to her goggles. No coyote this time. The man’s scrawny, but a man nonetheless. Not as big as Fee, but full grown.

He’s creeping toward them. Not blundering, not snuffling about for shelter, and moving superslow. Bidding to fool their motion detectors? Not good.

(Continue Reading…)

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Escape Pod 849: There Are No Hot Topics on Whukai


There Are No Hot Topics on Whukai

by Andrea Kriz

The day the dMods shut down Skeleton Caves, Esko put on her VR goggles and slipped into the Whukai space colony’s main chatroom to figure out what was going on. All the Whukains who made their living off the popular Terran MMORPG, d’Artagnan, had the same idea. Beside her, on top of her, avatars logged in—an absolute pandemonium of photorealistic, 8-bit, anime animals and humanoids and everything in between. The two main gold-farming clans had already started fighting among themselves.

“How many times did I tell you PKers,” the head of Esko’s clan screeched. “To leave the Terran players alone!”

“It don’t matter how many Terran players we killed,” leader of the rival HunterFam roared, “when you idiots kept giving us away by speaking Kainese! We. Must. Speak. Terran languages! That’s why all the Terran players reported us to the dMods!”

Esko tore off her VR goggles, tossing them onto her bunk. The interior of her sleeping pod, one toy block in a cluster of thousands, flooded back into view. A storm had kicked up outside, clogging her porthole with Whukai’s trademark scarlet soil. She didn’t have time to waste arguing over whose fault it was that d’Art’s most lucrative moneymaking method had been nerfed. She needed to come up with four hundred dollars for her parents’ chemo drugs. And this month’s rent.
(Continue Reading…)

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Escape Pod 547: Ride the Dragon


Ride the Dragon

by Bojan Ratković

We were a band back then, in the bat-shit Wild West days of the game. We held our court at the Gentleman Boozer, the loudest pub on the big map. It was Haru, Flygirl, Black Boris, and me. And we had floaters, part-time comrades. Mostly kids who wanted to be like us, who did us favors. But Tony Rem was there too, the one that rode the dragon.

It’s hard to believe now just how big it was, when they launched True-Fantasy. It was the first MMORPG with MaTRiX immersion headgear―it jacked you in, made you really live it. Most of the players were funboys―kids who played for fun―and they paid the bills. But you could make RL coin if you were good enough―real life currency―and the rest of us wanted a cut.

Punchers punched the clock, putting in RL hours to work as barkeeps and innkeepers and helpdesk clerks. Gougers sold rare items for RL cash; there was a big black market and bigger gray area, and you could make a killing. We were glitchers―beta testers, top players. Exposing glitches in the game was our business, and admins paid top dollar to help them fix whatever bugs we could find. But it wasn’t about the money. All the top glitchers, the real cowboys, were after big scores. We proved ourselves by exposing the wildest glitches, the ones that got the map talking.

There was a group of mercenaries in the Boozer the day Tony came to us about the dragon. They sat across from us, up by the stain glass windows. They were the wrong kind of mercs, cutthroats. They helped the funboys on their quests, for a fee, but then they’d turn on them, cut their throats and take their items. And poof, back to beginner’s village. It wasn’t exactly legal, but they used proxies, rented avatars. Admins kicked them, they came back.

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Review: For the Win by Cory Doctorow


I don’t play MMORPGs. I never have. They’re just too big for me. If I’m going to play a RPG, it’s going to be something I can play by myself, with lots of cut-scenes and a hint book — because, in my opinion, the best part about RPGs isn’t figuring out that you need to combine the Widget of Destiny with the Wilted Flower to create a Magical Key of Awesomeness. It’s playing the game like an interactive movie with battle sequences.

Which is why I love Final Fantasy VII and X so very much.

But that doesn’t mean I didn’t also thoroughly enjoy Cory Doctorow’s latest novel, For the Win.

For the Win, ostensibly a YA novel (I’d say “mature YA”), contains some pretty heavy concepts, most of them dealing with economics, gaming, labor, employee rights, and the way totalitarian governments deal with lawbreakers. But fortunately, that’s not all it’s about.

For the Win follows a few major characters and spans the entire near-future Earth (much in the same way that Doctorow’s Little Brother was just around the corner in terms of its timeline). In California, Leonard Goldberg dreams of going to China to meet his guildmates in Svart… Svartal… Some-Long-Viking-Word Warriors. In Atlanta, Connor Prikkel works to protect Coca-Cola’s games division from people who game the system. In India, Mala forms an army to take on gold farmers at the behest of the games companies themselves. In China, Matthew Fong uses his savant-like strategies to get the best stuff from games. Also in China, we have Jiandi, a radio host very popular with the downtrodden factory girls — the young women who make a huge amount of stuff Westerners take for granted. And then, I believe in Indonesia or Malaysia, we find the trio of Big Sister Nor, Justbob, and The Mighty Krang, who just want gold farmers to have the same rights as everyone else.

Far more complicated than Little Brother, For the Win requires readers to keep all these characters and their motivations straight in their heads, while also keeping track of the different game worlds in which they all play. S-Word Warriors, Mushroom Kingdom, and Zombie Mecha are the three main ones, but Doctorow also gives us glimpses into others, such as Magic of Hogwarts, which I for one would really like to play. But like Little Brother, For the Win educates as well as entertains. Most gamers have at least heard of gold farmers, of boys and young men in China playing games to make money and get big items that can be sold to people who don’t have eight hours a day, every day, to level their characters up. What For the Win does is reminds us that these gold farmers, while they do get to play games all day, are still doing work, and if they’re in one of the many countries where workers don’t have rights… well, things can get ugly. Especially if they demand what even the most slacker teen working at Taco Bell has here in the U.S. (and much of the West).

It’s a big concept, and not something that every YA reader will be able to wrap his or her head around. Doctorow does a great job of breaking down the economics and the labor issues into understandable chunks, but I don’t think a tenth-grade teacher could give this book to an average English class and expect all the students to grasp everything as well as, say, a college freshman or early-30s writer could do. Not the author’s fault; like I said, these are big concepts, much bigger than Little Brother‘s relatively-simple “freedom to do what we want, without being spied upon, so long as we’re not harming anyone” message.

This book is also pretty violent. Kids are hurt, and even killed; there’s one scene where a murder takes you completely by surprise because you’re expecting something different to happen. The police beat and jail young teens and adults alike. There’s riots, narrow escapes, unjust imprisonments, and a disproportionate number of kicks or punches to the groin area — for a book as short as For the Win, I really did notice it. I guess that’s intentional — not every YA reader has been beaten up by the police, but I’m going to bet that most boys, by the age of 18, have taken at least one shot to the nads and can therefore identify with the pain the characters are going through.

I realize now that this review has been fairly dark so far, which isn’t fair to the tone of the book — Doctorow’s writing is quick and witty, full of contemporary phrases that the intended audience will totally grok. And there’s lots of hopeful moments, such as when Leonard realizes his dream only to find out that what his parents were putting him through was nothing compared to the lives his friends in China have to deal with, and then watching him rise to the occasion. Plus the irrepressible good humor of Jiandi, Ashok’s insistence that everything is going to be all right if only people listen to him, and of course the ending. I can’t tell you much about it, because it would be spoiler-y, but if you’ve ever read a YA novel where kids are the heroes and adults are the villains, you’ve probably got a pretty good idea what happens.

I really enjoyed For the Win, and I enjoyed it even more because Doctorow makes all his books available for free on his website. I read this as a PDF on my iPad — the first electronic book I’ve read for pleasure* — and if you have a device that can read PDFs, you can just download it. But that’s not to say there’s anything wrong with picking it up in the store. I’m fairly certain that most people have done so (or at least bought a Kindle/Nook version).

I wouldn’t recommend this book to someone just picking up Doctorow for the first time (although it is pretty accessible). However, if there’s a gamer in your life that you want to start reading books instead of killing orcs, this is definitely one to buy. Technically-minded people will also appreciate the level of detail and research in the novel, and genre readers will see all of this happening just around the corner.

For the Win. Full of win.

* I had to read Wealth of Nations on a website for one of my seminar courses in college. White Courier font on a black background. My eyes hurt. A lot.

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