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shakespeare physics...
Posted: Thu Oct 29, 2009 5:44 am
Guest
Improving/Exalting/Simplifying Assassin's Creed, Mass Effect, Gears of
War, GTA, Fallout, Left For Dead, and all RPGs/FPSs With The Gold 45
Revolver /Ideas Have Consequences/Moral Premise Technology & Making $$$
$Billions$$$ in the Renaissance
by Dr. Elliot McGucken on 07/30/09 12:29:00 pm
del.icio.us digg this! reddit! stumble it!


Posted 07/30/09 12:29:00 pm

Improving/Exalting/Simplifying ASSASSIN'S CREED with The Gold 45
Revolver /Ideas Have Consequences/Moral Premise Technology:

The game opens in Rome. From street to street you walk, on by the
Parthenon and Coliseum. You hear bits and pieces of conversations,
and your task is to infiltrate the communist movement and carry out
missions so as to prove your trustworthiness, as you rise on towards
the top, so you can assassinate the communist leader.

You can see the titles of the books people are carrying/reading in the
cafes, and you can can accept and read the pamphlets they are passing
out. Sometimes you pick one up after they drop it, while getting up
from their table in the cafe. You see the Marxist philosophy
expressed, so you subtly follow them and say, "excuse me--I think you
dropped this." They thank you. "It's good reading," you choose to
say, and they introduce themselves. You are standing beneath an
ancient archway inscribed with Virgil's immortal words, and you smile
to yourself, as the words remind you of your true, exalted mission:
"Tu ne cede malis sed contra audentior ito."

This would be a brand new form of spy/assassin game, centered about
the player's knowledge regarding various politcial philosophies, which
would guide them in their choices in the dialogue trees, by which they
would either move closer to the top of the communist party, or be
exiled/killed. Imagine how fun that would be to fool communists en
route to kiling their leader! Of course any other ideologies/ideas
could be used/woven into the AI/technology, but the novel dynamic
would be the same.

The novel technology would perform best for the most realistic
scenarios acknowledging the fact that freedom's classical ideals have
ever lead to greater peace and propserity than collectivism's.
Imagine pretending to sympathize with the ideologies of the Red Coats/
Scottish Nobles/Sauron/Nazis while infiltrating their ranks to kill
their leader. And imagine the dire consequences of saying the wrong
thing at the wrong time!

The more convincing you are in the dialogue (dialogue trees such as
Mass Effect, but endowed with the ideas have consequences technology
which deals with different ideologies that have far-ranging
consequences which will be rendered in the game)--the more you respond
and interact like a communist--the faster you move up, and the less
*physical/risky* missions you have to perform to prove your worth to
the communist party. If you fail to rise to the top and assassinate
the leader, tens of millions will be killed; and freedom and liberty
will be taken from all in the triumphant communist regime.

In various embodiements of the game, there will also be opportunities
to bring communists over to your side by quoting the US Constitution/
Founding Fathers/etc., so as to help you achieve your goals, but watch
out, as it might get you killed! Best to move slowly and wait for
them to broach the subject of the Constitution and liberty, but watch
out again, as it could be a trap! Especially coming from a hot woman
you just spent the night with!

Missions may involve you passing out communist pamphlets, defacing the
opposing party's posters/signs signifying liberty, and disseminating
propaganda. Missions could also involve you having to prove your
worth by killing members of the opposing party--(your party!)--so as
to rise on up, but such actions could result in losing the game, as
you would be living the dervish "ends justify the means" philosopy.

At any rate, all embodiements end with the ideas or ideals--first
heard in words--rendered in deeds. If you fail to kill the communist
leader, you get to witness tens of millions dying. If you succeed,
you get to witness liberty and an exalted, prosperous, and free
world.

OMG! We're surrounded by fanboys! & we forgot our Gold 45 Revolvers
at home!





Of course different ideologies could be explored/incorporated, and
various game designers would endow game with thier own preferred ideas
and supposed consequences. But the richest games will be those which
remain close to freedom's spiritual reality; as well as the classic,
epic, common story uniting all those who have fought for exalted
liberty, truth, and freedom.

The games would rely on the player's knowledge/intuition regarding the
various tenets of the ideologies. Both direct quotes from Marx/Lenin/
Stalin/Mussolini could be used, as well as dialogue containing the
basic themes of communism; as well as quotes/themes from Jefferson/
Hayek/Mises.

Again, this is another subset of novel gaming types afforded by my
research:

http://forums.somethingawful.com/showthread.php?threadid=3143589

SYSTEM AND METHOD FOR CREATING EXALTED VIDEO GAMES AND VIRTUAL
REALITIES WHEREIN IDEAS HAVE CONSEQUENCES

Improving/Exalting/Simplifying MASS EFFECT with The Gold 45 Revolver /
Ideas Have Consequences/Moral Premise Technology:

While Mass Effect does have various endings, the design teams
complicate the game design vastly, leading to far more work, by
neglecting to incorporate simple classical ideals--simple moral
premises, which could influence and unify the AI/algorithms for love
and war as well as the internal and external action. Aristotle noted
that the internal action--the physical and dramatic action--are united
by a common ideal or moral premise. In The Matrix and Star Wars, the
moral premise runs straight up the middle--does one selflessy serve
truth and freedom, or does one serve the dark side/Matrix? The great,
heroic economists of freedom--Mises and Hayek-- also perceived that
economics is a moral quest. Mass Effect's shortcoming is that it
ultimately doesn't matter if one is good or bad--the moral choices
have nothing to do with aactual morality in our universe wherein ideas
have consequences.

"The Ludwig von Mises' Institute's official motto is Tu ne cede malis
sed contra audentior ito, which comes from Virgil's Aeneid, Book VI;
the motto means "do not give in to evil but proceed ever more boldly
against it." Early in his life, Mises chose this sentence to be his
guiding principle in life. It is prominently displayed throughout the
Institute's campus, on their website and on memorabilia." --http://
en.wikipedia.org/wiki/Ludwig_von_Mises_Institute

Now imagine if the character were presented that quote at the
beginning of the game, and then called upon to live up to it.

Again, MASS EFFECT never shows the rendering of classical ideals
real. For instance, one is not able to hear Jefferson's, nor
Cicero's, nor Scorates', nor Aristotle's, nor Mises' words; nor is one
able to see them rendered real in the game. In forming a fellowship,
one is not able to judge characters via their ideals and *character.*
But soon, the game will exalt all this!

Improving/Exalting/Simplifying FALLOUT with The Gold 45 Revolver /
Ideas Have Consequences/Moral Premise Technology:

This was handled towards the bottom here (bottom of the comments):
http://www.gamasutra.com/php-bin/news_index.php?story=20908

Opinion: 'Fallout 3 - I Kill Children'
by Simon Parkin [In a new opinion piece, game producer and journalist
Simon Parkin examines Fallout 3's block on harming children in the
game, suggesting that, even with its obviously good intentions, it has
proved "video games' ineffectiveness in providing meaningful
disincentives and negative repercussions for in-game atrocities".]

Self-censorship was the least effective course of action open to
Bethesda if they are looking to morally instruct their players. Why
not take the route less traveled and try to implement some meaningful
consequence, something beyond an essentially meaningless "karma" stat?
(YES!! THE KARMA IS MEANINGLESS! WHY NOT INCORPORATE A GOLD 45
REVOLVER WHICH ONLY SHOOTS ZEUS'S LIGHTNING IN THE END IF YOU HAVE
BEEN DOING THE RIGHT, MORAL THING THROUGHOUT?)

Of course it is the route less traveled for a reason: it's a whole lot
more work. (NO IT ISN'T! JUST GIVE THE PLAYER A WEAPON WHICH LOSES ITS
POWER THE MORE EVIL THEY BEHAVE! THE PATENT SOLVES THIS PROBLEM IN A
SIMPLE/EFFICIENT MANNER!) The framework of systems and rules that
govern Fallout 3 serve the setting: a place of lawless anarchy. As
such it's difficult to introduce a potent enough disincentive to
murdering children (NO IT ISN'T! JUST GIVE THE PLAYER A WEAPON WHICH
LOSES ITS POWER THE MORE EVIL THEY BEHAVE! THE PATENT SOLVES THIS
PROBLEM IN A SIMPLE/EFFICIENT MANNER! IF YOU SHOT CHILDREN, THE 45
WILL NOT GLOW GOLD & SHOOT ZEUS'S LIGTNING, AND THE MBA FEMMINST
FANBOY VAMPIRES WILL OVERCOME AND KILL YOU IN THE END!!). And, in more
general terms it's hard to make any game talk to a player in true
terms of "good" and "bad," when the medium's primary vocabulary is one
of "success" and "failure." (HUH? KILLING CHILDREN IS BAD! KILL KIDS NO GOLD 45 4 U! NO ZEUS LIGHTNING 4 U!)

In real life, if you kill a child, you will be imprisoned and,
depending on where you live, killed for the crime. Not only that but,
insanity aside, there will also be heavy physical, mental and
emotional repercussions to your action, things that will stay with you
throughout the rest of your life.

How can these kinds of severe, complex outputs be communicated in a
video game? (KILL KIDS AND YOU WILL SUFFER A HORRID DEATH FROM THE
SWARMING HORDES OF VAMPIRE/ZOMBIES SCREAMING MBA BUZZWORDS AND THE
FIATACORAY'S CLOGANS!) Do you, as in Steel Battalion, kill the player
and wipe the save game to teach a lesson? Or do you, as in Fable 2,
let the player's evil shape the character's physical appearance,
making them more unpleasant and ugly for it? (GIVE THE PLAYER A WEAPON
WHICH LOSES ITS POWER THE MORE EVIL THEY BEHAVE ALREADY!)

Video games will always struggle to provide deeper, more nuanced
consequences. (YES IDEAS HAVE CONSEQUENCES!) Try to provide multiple
narrative routes through your experience, and costs will skyrocket
into the implausible. Restrict the player's abilities in order to
impede their progress and you have a weak compromise that offers
little in the way of persuasive or realistic moral instruction. (THE
CURRENT PATENT SOLVE THIS DILEMMA BY CENTERING THE NARRATIVE AROUND
MORAL PREMISES AND PLOT POINTS, AS WELL AS A NOVEL WEAPON!)

These are difficult questions with few satisfying answers (UNTIL NOW
DUDE! CH-CH-CHECK THE SYSTEM AND METHOD FOR CREATING EXALTED VIDEO
GAMES AND VIRTUAL REALITIES WHEREIN IDEAS HAVE CONSEQUENCES PATENT).
But no matter what, in removing the opportunity to kill children in
their anarchic game, Bethesda has admitted video games'
ineffectiveness in providing meaningful disincentives and negative
repercussions for in-game atrocities. That the team chose to carve the
issue out of their game rather than attempt to engage it head on,
speaks volumes. (VOLUMES!!!)
[/quote]

ok--i fixed the caps key--some independence day beer got in there...
my gf wants to know why i am working on the 4th--haha. "because i love
something awful." "you love what awful?" chicks--you gotta love 'em.

so, as you can see, the patent solves a vast and great problem in a
simple, elegant manner.

so strange that bethesda censored/banned me form their forum last
night right as soon as i introduced the notion of the invaulable gold
45 revolver/ideas have consequences technology (which they obvisouly
need), and then hayt--the bethesda/fallout employee in this thread--
walked out on this thread today, just slamming the door:
http://www.youtube.com/watch?v=WOWlGhHPE7M&feature=related

fellas--just yesterday i was falling in love with hayt, but now i'm
only falling apart:
[url]http://www.youtube.com/watch?v=urY1aZCRs7c

there's nothing i can do--dude--it's like a total eclipse of the
heart. :(


http://forums.somethingawful.com/showthread.php?threadid=3143589&userid=0&perpage=40&pagenumber=13





Exalting/Improving GTA/Gears of War with The Gold 45 Revolver /Ideas
Have Consequences/Moral Premise Technology:

Imagine you are standing in Best Buy. There are two versions of Gears
of War. In one, the Locust Horde can be reformed and brought over to
your side by quoting excerpts from the US Constitution--by engaging in
dialogue--and where, in order to win, you are going to need to win
their minds/hearts and souls. In the other version, you can only shoot
them in campaign after campaign. Which would you buy? Imagine you walk
into EB Games, and you have to decide between two versions of GTA. In
one, you can only hire and shoot hookers--there is no chance of
reforming them nor talking them out of it. In the "Gold 45 Revolver"
version of GTA, you can engage in dialogue with the Hooker and hand
her copies of the Constitution and Bible, as well as Hayek's The Road
to Serfdom, and thus enlist her in your struggle against the
fiatocracy, the decline of freedom, and the growth of the corporate-
state. She in turn would hand those works to her Pimp who would join
you. Which version of GTA would you buy? Obviously the one wired with
the novel technology found in "System and method for creating exalted
video games and virtual realities wherein ideas have consequences." --
http://www.faqs.org/patents/app/20090017886

The great thing about this technology is that it would also help the
storyless gears create a successful film and franchise.

Already the novel Gold 45 Revolver technology is solving epic,
glaring design problems/flaws in games such as Fallout 3, and it is
accomplishing this in an elegant, simple manner which will also exalt
the gameplay in numerous games and genres, make gaming more fun, and
increase both the audience and marketability of the games which adopt
the novel technology--it will also be worth tens of millions in
generating cool, positive buzz.:

--http://www.gamasutra.com/php-bin/news_index.php?story=20908

Where in the prior art can one form a fellowship based upon the ideas/
ideals/characters of the NPC’s? In what game does the eventual outcome
depend on the character and integrity—the ideals and beliefs—of the
fellowship one forms? Re: How much would it be worth to Bethesda/EA/38
Studios/Visceral/Bioware/Ubisoft?

The American Revolution with The Gold 45 Revolver /Ideas Have
Consequences/Moral Premise Technology:
How much would it be worth to put the following on a game box? "It is
the dawn of the American Revolution, and it is up to you to build the
fellowship that will lead the epic battle for freedom. From tavern to
tavern you must walk the streets of Boston, listening in on
conversations and recruiting those speaking (and oft whispering) of
liberty's epic ideals. Redcoats and King George's spies abound, and
when you hear the words of Washington, Jefferson, Paine, Madison, Jay,
and Hamilton, you must engage the characters by speaking of liberty's
ideals yourself; or lose their trust. Throughout you must select the
best words to rally and inspire the troops during the fierce war for
freedom--to attract the poet warriors with the greatest characters to
fight alongside you. Ideas have consequences and word must be matched
with deed, as freedom's fate falls upon your shoulders. "The tree of
liberty must be refreshed from time to time with the blood of patriots
and tyrants. --Thomas Jefferson""

I argue that such a novel approach to gaming--not only incorporating
the words of the actual Founding Fathers--but rendering their
consequences (or the dire consequences of their absence)--would be
worth hundreds of millions, if not billions.

And wouldn't that be an awesome game??? Imagine meeting Jefferson and
Hamilton, finally defined by their greater aspects--their souls,
characters, and words--and actually recruiting Washington to command
the forces, based upon his words!

"A slender acquaintance with the world must convince every man that
actions, not words, are the true criterion of the attachment of
friends." --George Washington

"Arbitrary power is most easily established on the ruins of liberty
abused to licentiousness." --George Washington
"Associate with men of good quality if you esteem your own reputation;
for it is better to be alone than in bad company." --George Washington


Yes--of course we could give all the revolutionary soldiers BFGs and
Lancer Chainsaws to satiate the fanboys; but the big draw of the game
would be its depth and profundity! And imagine that in one of the
Taverns is a hooker with a heart of gold. Hire her and kill her, as is
exalted in GTA, and the world is lost. Talk to her, and "lady liberty"
will tell you where you can find Thomas Paine.

Video games are a crowded art, and many argue there has been little
innovation in the past several years (or decades), especially when it
comes to depth, meaningful drama, and storytelling. Of course all the
PR departments stamp "depth, character, meaningful drama, and epic
storytelling!" on the boxes, just as they stamp "Dante's Inferno" on
the game which places Beatrice in the diametric opposite locale that
Dante did, robbing it of its classical soul and Dante's exalted
intent; and nothing really ever changes as the fiatocracy declines, as
"Story, drama, character" are payed homage to in corporate press
releases, but never in rugged deed.

A small innovation in a field of "crowded art" can go a long, long
ways. For instance, applying the patent's same technology to the
traditional Vampire/Zombie game would result in the following enhanced
gaming experience:

Improving/Exalting Left For Dead (L4D) with The Gold 45 Revolver /
Ideas Have Consequences/Moral Premise Technology:


The "Gold 45 Revolver" mod of Left for Dead would be described with
(seriously--the buzz alone on this would be worth millions to EA/
Bethesda/Bioware/Visceral/Ubisoft/38studios):

This "Gold 45 Revolver/Ideas Have Consequences/Moral Premise" Mod is
based on the L4D Amazon.com description, and it could be easily
implemented with a relatively small amount of funding: “Set in a
modern day survival-horror universe, the co-operative gameplay of Left
4 Dead (L4D) casts four "Survivors/freedom fighters" in an epic
struggle against hordes of swarming zombies/communists and terrifying
"Marx Infected" mutants. A new and highly virulent strain of the
Marxist virus emerges and spreads through the human population with
frightening speed via words, both spoken and written. The pandemic's
victims become grotesquely disfigured, violent psychopaths, attacking
the uninfected on sight by handing them pamphlets and espousing
Marxist philosophies while trying to bite/harm them. As one of the
"lucky" few apparently immune to the sickness, as you have been
reading F.A. Hayek, Ludwig Von Mises, and Thomas Jefferson, you,
unfortunately, are trapped in a city crawling with thousands of the
bloodthirsty Infected. Alone, you're dead. But together with a handful
of fellow survivors, who you can identify and recruit via dialogue
trees incorporating Hayek/Jefferson/the Constitution wherein you also
assess the NPC's responses, you might just form a fellowship and fight
your way to safety. Players can play as a Survivor or as one of four
types of Boss/Marxist Infected, each of whom possess a unique mutant
ability, such as a 50-foot tongue lasso, tenure at an ivy league
university, an MBA, or a giant belly full of explosive methane gas.
The gameplay of L4D is set across four massive campaigns. The zombie
population of each mission is choreographed by an AI Director that
monitors the human players' actions and creates a unique and dramatic
experience for them on the fly. Zombies may be transformed back into
humans by quoting Hayek/Jefferson/et al. to them; but the further they
have devolved--the more collectivist literature they have imbibed and
the more MBA groupthink classes they have taken--the harder it is to
save them. Early on in the game, some Vampire/Zombies may appear to be
normal humans, and the only way to find out would be to quote Hayek to
them and see if they respond with Lenin or Mises. Some of them can be
reformed via dialogue, but for others, they can only be reformed by
death. And in the end--only those players who have done their best to
reform the Vampires/Zombies in word and deed--only those who have
acted morally throughout the game, can truly wield the Gold 45
Revolver and realize its true power as it shoots Zeus's Lightning
while leveling the zombie masters and their hordes. Should you fail to
reach and exalt your peers with classical ideals, the world will end
as a zombie communist tyranny--"for the greater good of all.""

Imagine how many millions would want to play such novel game types
wherein *ideas had consequences*, and soul, character, and honor
mattered! Litertaure including 1984, Animal Farm, A Brave New World, V
is for Vendetta, The Matrix, Twilight, Atlas Shrugged, Dracula, and
300 could all be brought to life on a more profound level!

The "Ideas Have Consequences" Zombie/Vampire game engine is novel in
that the Zombie/Vampire virus/quality is transmitted via ideas in the
game--both spoken and written--as opposed to only via physical
contact, such as being bitten/attacked/etc.

Imagine the possibilities with that novel game engine/concept in the
hands of creative developers!! A thousand, thousand novel Zombie/
Vampire games could be created, and epic literature could be brought
to life, including 1984/Brave New World/The Road to Serfdom/etc, as
well ad the American and Communist Revolutions! This would mean tens
of millions of $$$ and an epic renaissance in the now staid vampire/
zombie format. And it would be easy to do--just a couple books/words/
ideas introduced into L4D, for starters, would be epic! Of course we
would still include all the physical gameplay--biting/shooting/
baseball bats/etc.--but we would layer it on top of classical, exalted
ideas and ideals.

Art has ever been the realm where the noble soul could place their
ideals which the world had no use for; and the novel game engine
described by this new technology; opposed vehemently by the dominant
fanboy/feminist fiatocracy—would foster a new realm of exalted gaming
for true artsists—both those who created new games and played them.
 
Founding Fathers Films...
Posted: Mon Nov 09, 2009 6:41 am
Guest
http://forums.narrativedesigners.net/viewtopic.php?f=5&t=27&p=182#p182

EA & EGM: Case Studies in Fail: Reject Epic Narrative = Fail
Basically this article could be applied to the entire industry which
is shedding billions in market cap and thousands of jobs.

Over the past several years, I would pick up major gaming magazines
(EGM/Play/Edge) and turn straight to the letters section--the letters
from the readers/avid gamers.

Invariably, there would be writers stating that they were looking for
games with more exalted narrative, epic story, and meaning.

And the fanboy/fanmba editorial staff would often be both
condescending and dismissive, basically giving them the middle finger
in telling them to shut up and go back to their single-mom's basement
to play Fallout/GTA and shoot cops and hookers and women in metallic
bras, as really, GTA is all about the family, really, and living
morally, with profound ideas that have profound consequences; and
epic, exalted meanings for the greater culture.

And then, a few short months later, after giving the finger to the
reader/consumer/yearner for art and narrative, EGM went under.

CASE STUDY #1: The Epic Failure of Dante's Inferno: The Epic Price of
Ignoring Epic Story and Placing Dante's Beloved, Incorruptible
Beatrice in Hell, and Playing up the Giant Nipples/Vaginas/Baby-
Killing for The Vocal Fanboys

So EA goes and slaps the name Dante's Inferno on a God of War Mod,
basically giving the middle finger to Dante's art, life, love, poetry,
religion, soul, and spirit, casting his beloved, incorruptible
Beatrcie in hell, and recasting Dante the poet and scholar as a buff,
world-wrestling-federation champion. And this is the result--a quickly
forgettable #eafailsuck, generic, been-there-done-that-but-better-the-
first-time-around game:

http://www.gamersdailynews.com/article- ... ferno.html

What can be said for Dante’s Inferno? Well, it is definitely a
complete rip-off of God of War, so it has that going for it. Oh, and
it probably would have been better just to have made the game about a
random crusader diving through the many layers of Hell and claiming
inspiration to the literary classic. Now it just enrages anyone with
an appreciation for those long forgotten “book” things your ancestors
used to read. You know, back when paper was used by everyone and not
just bureaucrats behind the times.

Truth be told the game wasn’t really all that thrilling. In fact, it
was a little bit irritating and just a tad sickening. A number of
buttons can be used for different attacks, yet somehow I always found
myself pulling off the same combo that ended with me stabbing into the
ground with a bone scythe. It felt like the only way to win was to
simply button mash without any real plan in mind. . . .

.. . .The combat to Dante’s Inferno isn’t terrible, but it isn’t great
either. It’s just another action game trying to be God of War. The
story may be good if you could care less about the literary origins.
The artwork goes from being generic to outright disturbing and
disgusting. EA can use as much controversial marketing tactics as they
wish, but there is a very small audience for this game. It will have
its fans, most certainly, but weeks after this game has been released
it will become forgotten.

Thank God.--http://www.gamersdailynews.com/article-2169-HandsOn-with-
Dantes-Inferno.html

All those hours, upon hours wasted in debauching art and losing EA's
investor's cash. All those hours, upon hours spent ignoring the story
and focusing on mere, fleeting marketing gimmicks, placing Aristotle's
spectacle first and his story dead last, thusly inverting the order of
Aristotle's Poetics, and harassing booth babes:

http://www.gamasutra.com/blogs/DrElliot ... w_Gold.php

I reached out to Jonathan Knight regarding how the Gold 45 Revolver /
Ideas Have Consequences / Moral Premise technologies could exalt not
only Dante's Inferno, but his entire company, but he was pre-dedicated
to debauching Dante's Divine Work, ignoring the fundamental precepts
of the divine, epic narrative, and losing market cap.

And that's where the epic advantage lies. In all their epic EA
arrogance they are forgetting that which matters most in art--the soul
and spirit, and thus story.

CASE STUDY # 2: EGM MAGAZINE'S FAIL

What an opportunity EGM had! When they received letters from readers
demanding profundity, poetry, and epic meaning in their games, they
could have run with it! They could have become the flagship
publication of the renaissance, while rallying game companies and
developers who exalted epic narrative in their games, carving out a
vast new market for games! If only!

But instead, because EGM magazine gave the exalted consumer the middle
finger, they are now defunct. EA's fanboyish/fanmbaish Dante's Inferno
is taking EA down the same EGM road to financial hell, giant vaginas,
nipples, and babby killing all. But that's what you get for placing
Beatrice in Hell.

I predicted this in my patent application, citing EGM's flippant,
arrogant, fanboyish response to an honest gamer seeking exaltation,
story, enlightenment in their games. What did they do? EGM told him to
shut up and go back to his mom's basement and play GTA.

FROM: http://www.freepatentsonline.com/y2009/0017886.html

PRIOR ART AND ADVANTAGES OF PRESENT INVENTION
There is a vast demand for deeper, more intellectual video games that
is generally opposed throughout the industry. Many designers are weak
minded like the Storm Troopers in Star Wars, and thus they believe
hiring and killing prostitutes constitutes exalted story, as the
fiatocracy's Death Star commands them to believe. Many will defend
their hiring and killing prostitutes by the fact that one doesn't have
to in the open-ended world, but then it GTA is not truly an open-ended
world wherein one cannot take a prostitute to church, nor even speak
words of exalted wisdom to her that might save her soul, nor give her
a copy of Dante's Inferno nor Homer's Odyssey to exalt her soul. While
developers, publishers, and insiders constantly hype the storytelling
in games so as to sound cool and push product for mere monetary
profit, the young can see that the emperor is wearing no clothes. In
EGM's letter of the month, a reader expresses the rising generation's
demand by writing:

EGM Letter of The Month:


“As I grew up, videogames grew up with me. I started playing games
like Donkey Kong and Carnival on the ColecoVision before I could read,
and Nintendo's Mario title were a staple of my early childhood. As I
got older, I saw the storytlines and gameplay mechanics become more
intricate and engaging. When I went through my rebellious and bitchy
teenage years, so did videogames. And as I grew and matured, so did
the subject matter of the games themselves.

Now that I'm 22, more things are vying for my time and attention such
as work, college, women, drinking, and lamenting over my long-gone and
simpler childhood. Needless to say, if I'm going to devote 20-plus
hours of my life to completing a game, it had better be well worth it.
And to me personally, a game well worth it is one I can take something
away from on an intellectual level. For example, a game that makes me
question my own existence, or the war in Iraq, or the increasing
diconnectedness of our modern high-tech lives would be the holy grail
of gaming to me. What are the chances that gaming will finally grow
once more and develop a social and political conscience?—Eric
Staskiewicz, summer, 2008 EGM


EGM answers “The answers are pretty damn good. Games are more and more
frequently making “statements” about society and politics—see
BioShock, GTA4, even Army of Two for just a few examples. We'll always
have mindless diversions as well, of course, but count on seeing more
and more depth of theme and storytelling in the coming years.”—Summer,
2008

And so it is that jacking cars, shooting police and the innocent, and
hiring and killing prostitutes is now not only exalted art, but
sublime political science and sociology. The younger generation is
seeking exaltation and enlightenment in their video games, and the
response is a) it is already pretty damn good so shut up and b)
mindless diversions rock and c) it will get even better than hiring
and killing prostitutes. It is quite obvious from the above letter,
that the demand for video games with exalted principles is not being
served. Fanboys do not believe in the “word,” and thus they poke
around in their cave, grunting and smiling when the prostitute dies
after they are done with her, enjoying their “art.”

Such novel games will stand head and shoulders above the prior and
current art, including GTA, GOW, and Fallout 3, about which Kotaku
reports: Cannabalism, Slavery and Sex in Fallout 3—http://kotaku.com/
5022866/cannabalism-slavery-and-sex-in -fallout-3. An interview with
one of Fallout3's lead designers goes as follows http://ve3d.ign.com/articles/news/39736
.... Screenshot s-Interview:


“1) Which of the following, if any, will be featured in Fallout3;
Romance, Sex, Homosexuality, Nudity, Prostitution, Slavery,
Cannibalism, Children, Child killings, drugs, addictions? And of the
things that won't be featured, can you explain why they won't be
included in the game?
“It touches on most of those. Slavery, children, drugs and addiction
more than the others, as those factor for into the setting more. In
regards to nudity and child killings, no, it features neither of
those, as they don't really add to the flavor of the game (I'll get
into children in the next question more). I think if you look at
Fallout 1, and the footprint it has with the topics you ask about,
Fallout 3 is pretty much the same, in that it features the types of
things you mention at about the same rate, no more, no less. Drugs and
drug addiction play a larger role perhaps, as it's a key gameplay
device. I think the heart of this question is “has the harshness and
maturity of the world of Fallout 3 been tempered from the earlier
games?” and I can certainly say “No, it hasn't been.”—http://
ve3d.ign.com/articles/news/39736/Fallout-3 -Screenshots-Interview

Note that while Cannibalism, slavery, drugs, and prostitution are
regularly included in the the fanboy video games, nowhere can one find
the US Constitution, nor Shakespeare, nor the Bible, nor Plato, nor
Aristotle, nor Gandhi, nor Jefferson, nor any Great Book nor classical
ideal included. Classical ideals have been excluded from the gaming
realm; and while both good and evil exist in games, both are
considered “fun,” and neither have long-term consequences.

Although Fallout1 allowed one to kill children, Fallout3 no longer
does, as the designer states: “You will not be able to be a child
killer. There are several reasons for this, some of them are very
basic, like we wouldn't be able to sell the game, anywhere to anyone,
if the children could be killed.”


The Fallout3 interview continues at http://ve3d.ign.com/articles/news/39736
.... Screenshot s-Interview:
“3) Could you outline your thoughts on the matter of ensuring that
choices and consequences provided by the various quests within your
game are crafted so as to be more nonlinear than simply the
superficial choice between “good, bad and neutral”/“affirmative,
negative and nothing?” Also, will there be other aspects to choices in
Fallout 3? Political? Philosophical? Exactly how far will you go with
the player's moral freedom, the “gray” solutions?”
That really depends on the quest, so it's hard to say. There are
certainly some that are clearly good/bad, like blowing up Megaton.
It's clearly bad to nuke an entire town. It's clearly bad to kill
innocent people throughout the game, and your karma is affected. It's
also clearly good to help people in need, giving to charity, passing
out clean water, and more. Those are specific examples in the game. I
think many people want to play “good” and want to play “evil”. Both
are fun in different ways. The gray area comes into several quests,
where the situation is just “bad”. Some feel like no-win situations
and they come across as “make a hard choice.” I think that's where it
feels best honestly, but we do need to mix it up between that and
simpler good/bad.—http://ve3d.ign.com/articles/news/39736/Fallout- 3-
Screenshots-Interview

So it is that good and evil are both “fun” in different ways. Imagine
if our Founding Fathers had created a nation wherein they saw “good”
and “evil” to be “fun” in different ways. The present invention
differentiates itself from the prior art in that the outcome of the
world ultimately does depend on classical ideals which must be fought
for. Tobold's blog presents some insights into how the fanboy gaming
community falls short in delivering games where exalted ideas and have
truly exalted consequences; and where there is a good that ultimately
makes a difference. The present and prior art of the video game world
exalts games where evil is a thin plot device:

http://tobolds.blogspot.com/2006 — 06 — 01_archive.html

Tobold's MMORPG Blog

Friday, Jun. 30, 2006

“The end of evil


When last year Edward Castronova argued on Terra Nova that Horde
characters in World of Warcraft are evil, he was widely ridiculed.
There is no “evil” in World of Warcraft, players of either faction are
constantly on quests that are helping somebody else. Whether you are a
holy paladin or a demon-summoning warlock, it doesn't change the way
in which you help the farmer get the deed to his farm back from the
evil bandits. There is no moral choice, no option to sell the deed to
the highest bidder instead of returning it for a lousy reward. Even
the undead are “good” undead, fighting the evil scourge undead.
If a game like Black & White, or Knights of the Old Republic, or
Fable, gives you the option to play good or evil, that is just a
thinly disguised way to enable you to play the game twice. You chose
evil or good by what you think is more useful to beat the game, and
then if you play it again, you chose the other side, just to see
something new. It is not a moral choice, but a tactical one. We don't
feel that burning down a virtual village in a game world and killing
the inhabitants is an evil act, after all those are just colored
pixels that don't feel anything. Advancing in the game is the most
important, even that means that in the next mission we have to throw
Napalm on that Vietnamese village to continue.
All that ends us in a total inability between gamers and anti-game
advocates or politicians to understand each other. The gamer picks up
minor points that the criticism got wrong, like “there are no points
in GTA for shooting and raping hookers”, and fails to see that the
criticism otherwise wasn't all that unjustified. Most of what you do
in GTA *is* a depiction of very, very evil behavior. By the time you
finished the game you have committed more crimes than any known peace-
time gangster. The anti-gamer fails to see that all these crimes are
virtual, and don't lead to you going out and doing the same in real
life.
“Evil” has become a joke. In Dragon Quest 8 one of the heroes has a
special combat move with whirling axes, called “Axes of Evil”, har,
har, nice joke on George Bush. But I wonder if all this making light
of evil, all this gaming without true moral choices, is not making the
medium of video games poorer. Fact is that in the real world there is
real evil, guys like Sadam Hussein, Kim Jong-il, or Robert Mugabe
aren't just “misunderstood”. And evil isn't limited to crazy
dictators, there are people everywhere that like to be cruel to
others. And ordinary people have to make hard moral choices sometimes,
between good and evil. Previous entertainment media understood that,
and made good and evil a major recurring theme in many books and
movies. Only video games present the end of evil, a world in which
neither good nor evil matters, where “evil” is just a thin plot
element to explain why you as the hero have to go out and kill that
boss. We end up with players in online games doing evil things that
actually hurt real people, if just in a minor way, and not even
realizing the difference. GTA won't turn anybody into a mass murderer,
but it is hard to believe that hundreds of hours of inconsequential
evil and violence should have no effect whatsoever on how you perceive
evil and violence in the real world.”—http://tobolds.blogspot.com/2006
— 06 — 01_archive.html

In the real world, as in classic art, ideas have consequences. In the
realm of video gaming, they do not, and thus games fall far short of
classical, epic art.

The prior art does not let a character battle for the Constitution in
exalted Word and Deed. To date, no video game allows the player to
battle for classical ideals while fighting the forces of collectivism.
No game brings the spirit of “the good fight” to life by layering in
expressions of ideologies. No game lets one select friends and enemies
based on the depth of the npc's souls and spirits. No game lets one
choose friends and enemies based on the words that are spoken. No game
lets one speak words and see where they take root, and then choose to
befriend those who hear the word and accept it, in building their
coalition or forming their fellowship. No game allows characters to be
judged on the strength of their character—matching word and deed. No
game focuses on the small moral choices a character makes, which would
parallel the larger choices on down the line, and thus serve as a
metric for determining who and who not one should befriend.

As postmodernists believe that art is created by society, and as fiat
postmodernists dominate all our institutions today (as they are bought
and paid for by postmodern fiat dollars) Grand Theft Auto, like Eggers
& Oates, is ultimately a creation of our fiat banking system. It
reduces women to prostitutes and men to douchebag thugs hiring and
killing prostitutes while penning fake amazon reviews, and millions of
fanboys exalt in this context, believing it to be the very pinnacle of
existence, as they were raised by single mothers and educated in the
fiatocracy's dumbed-down schools. This present invention will allow
games superior to GTA and GOW. This invention will foster games that
will bring classical literature to life, as well as contemporary
literature with classical ideals such as honor, integrity, character,
and fidelity.

No present video games incorporates real, historical quotes on
opposing sides—such as Hayek versus Marx and Mises versus Lenin; and
Hayek, Mises, and Rothbard versus Bemanke, Greenspan, and the feminist
instructors who get a few pennies of the fiat cash now and then to
displace Constitutional ideals. No game allows the player to weigh the
words to inform their actions and choose who, and who not, to shoot,
based on the character's ideas. And finally, no game shows the
different worlds that result as the consequences of different ideas.
In short, ideas do not have consequences in video games; and the world
of GTA can thus never be exalted. It is not an open-ended world; as
never can anyone fight for freedom from Roe vs. Wade nor stop the
theft via inflation nor defend our own borders and protect the
innocent. GTA presents a world without hope, with plenty of hookers
and bowling games, which is exactly the way the fiatocracy envisions
are future; as they detest the free, exalted, man—the classical hero.
They have gone so far as to criminalize the creator and author—since
the fiatocracy prints all the money, those who create wealth are
technically stealing from the fiatocracy; and the fiatocracy goes
after them by printing more money to try and buy their creations, or
seize the savings by the inflation tax. Dante put the fiat masters in
the seventh circle of hell, which is why they don't teach Shakespeare,
Dante, and the Bible in the fiatocracy's business nor law schools. And
thus opportunity abounds for games as exalted art, wherein ideas have
consequences.

Opportunities abound to create video games with deep, profound,
exalted spirits and souls—games which exalt the intellect, as do all
enduring forms of dramatic action, from The Odyssey on down. The same
opportunities abound for universities, but the fiat/feminist regimes
must oppose the Great Books and Classics, Truth, honor, and integrity,
so as to bolster the dying currency of a morally, spiritually,
intellectually, and monetarily bankrupt empire; which went from honor,
integrity, manufacturing, faith, and the family to debt, deceit,
decline, and Godlessness; just as universities went from creating
exalted students to using students to create exorbitant debt—moth
monetary and spiritual. Imagine a video game that allowed the
protagonist to bring it all on back. Imagine a game which countered
the prevailing expert opinion that killing cops and hookers is the
highest of art forms; and which allowed the player to render ideals
real; and exalt the hookers via word and deed, and join the cops in
laying down the law. To date, no game allows one to try and talk a
hooker out of prostitution—a most dangerous occupation in games, where
one is likely to be used and killed by a fanboy. So imagine a game
that allowed one to exalt the hooker, and to kill fanboys who kill
hookers.

The fiatocracy's dominant feminists and fatherless fanboys detest and
oppose epic poetry, classical literature, honor, morality, and
integrity; and thus opportunity abounds, as such entities are at the
center and circumference of exalted art. The present invention would
allow one to fight for the forgotten ideals echoed in the following
poem— The Ghost of Valley Forge, by Pastor Paul Payton:

I had a dream the other night I didn't understand,

http://www.freepatentsonline.com/y2009/0017886.html

Well, vast opportunities abound!

Rock on and rock out!

From: http://forums.narrativedesigners.net/viewtopic.php?f=5&t=27&p=182#p182



On Oct 29, 7:44 am, shakespeare physics <shakespearephys... at (no spam) gmail.com>
wrote:
Quote:
Improving/Exalting/Simplifying Assassin's Creed, Mass Effect, Gears of
War, GTA, Fallout, Left For Dead, and all RPGs/FPSs With TheGold45Revolver/Ideas Have Consequences/Moral Premise Technology & Making $$$
$Billions$$$ in the Renaissance
by Dr. Elliot McGucken on 07/30/09 12:29:00 pm
 del.icio.us   digg this!   reddit!   stumble it!

  Posted 07/30/09 12:29:00 pm

Improving/Exalting/Simplifying ASSASSIN'S CREED with TheGold45Revolver/Ideas Have Consequences/Moral Premise Technology:

The game opens in Rome.  From street to street you walk, on by the
Parthenon and Coliseum.  You hear bits and pieces of conversations,
and your task is to infiltrate the communist movement and carry out
missions so as to prove your trustworthiness, as you rise on towards
the top, so you can assassinate the communist leader.

You can see the titles of the books people are carrying/reading in the
cafes, and you can can accept and read the pamphlets they are passing
out.  Sometimes you pick one up after they drop it, while getting up
from their table in the cafe.  You see the Marxist philosophy
expressed, so you subtly follow them and say, "excuse me--I think you
dropped this."  They thank you.  "It's good reading," you choose to
say, and they introduce themselves.  You are standing beneath an
ancient archway inscribed with Virgil's immortal words, and you smile
to yourself, as the words remind you of your true, exalted mission:
"Tu ne cede malis sed contra audentior ito."

This would be a brand new form of spy/assassin game, centered about
the player's knowledge regarding various politcial philosophies, which
would guide them in their choices in the dialogue trees, by which they
would either move closer to the top of the communist party, or be
exiled/killed.   Imagine how fun that would be to fool communists en
route to kiling their leader!  Of course any other ideologies/ideas
could be used/woven into the AI/technology, but the novel dynamic
would be the same.

The novel technology would perform best for the most realistic
scenarios acknowledging the fact that freedom's classical ideals have
ever lead to greater peace and propserity than collectivism's.
Imagine pretending to sympathize with the ideologies of the Red Coats/
Scottish Nobles/Sauron/Nazis while infiltrating their ranks to kill
their leader.  And imagine the dire consequences of saying the wrong
thing at the wrong time!

The more convincing you are in the dialogue (dialogue trees such as
Mass Effect, but endowed with the ideas have consequences technology
which deals with different ideologies that have far-ranging
consequences which will be rendered in the game)--the more you respond
and interact like a communist--the faster you move up, and the less
*physical/risky* missions you have to perform to prove your worth to
the communist party.  If you fail to rise to the top and assassinate
the leader, tens of millions will be killed; and freedom and liberty
will be taken from all in the triumphant communist regime.

In various embodiements of the game, there will also be opportunities
to bring communists over to your side by quoting the US Constitution/
Founding Fathers/etc., so as to help you achieve your goals, but watch
out, as it might get you killed!  Best to move slowly and wait for
them to broach the subject of the Constitution and liberty, but watch
out again, as it could be a trap!  Especially coming from a hot woman
you just spent the night with!

Missions may involve you passing out communist pamphlets, defacing the
opposing party's posters/signs signifying liberty, and disseminating
propaganda.  Missions could also involve you having to prove your
worth by killing members of the opposing party--(your party!)--so as
to rise on up, but such actions could result in losing the game, as
you would be living the dervish "ends justify the means" philosopy.

At any rate, all embodiements end with the ideas or ideals--first
heard in words--rendered in deeds.  If you fail to kill the communist
leader, you get to witness tens of millions dying.  If you succeed,
you get to witness liberty and an exalted, prosperous, and free
world.

OMG!  We're surrounded by fanboys!  & we forgot ourGold45Revolvers
at home!

Of course different ideologies could be explored/incorporated, and
various game designers would endow game with thier own preferred ideas
and supposed consequences.  But the richest games will be those which
remain close to freedom's spiritual reality; as well as the classic,
epic, common story uniting all those who have fought for exalted
liberty, truth, and freedom.

The games would rely on the player's knowledge/intuition regarding the
various tenets of the ideologies.  Both direct quotes from Marx/Lenin/
Stalin/Mussolini could be used, as well as dialogue containing the
basic themes of communism; as well as quotes/themes from Jefferson/
Hayek/Mises.

Again, this is another subset of novel gaming types afforded by my
research:

 http://forums.somethingawful.com/showthread.php?threadid=3143589

SYSTEM AND METHOD FOR CREATING EXALTED VIDEO GAMES AND VIRTUAL
REALITIES WHEREIN IDEAS HAVE CONSEQUENCES

Improving/Exalting/Simplifying MASS EFFECT with TheGold45Revolver/
Ideas Have Consequences/Moral Premise Technology:

While Mass Effect does have various endings, the design teams
complicate the game design vastly, leading to far more work, by
neglecting to incorporate simple classical ideals--simple moral
premises, which could influence and unify the AI/algorithms for love
and war as well as the internal and external action.  Aristotle noted
that the internal action--the physical and dramatic action--are united
by a common ideal or moral premise.  In The Matrix and Star Wars, the
moral premise runs straight up the middle--does one selflessy serve
truth and freedom, or does one serve the dark side/Matrix?  The great,
heroic economists of freedom--Mises and Hayek-- also perceived that
economics is a moral quest.   Mass Effect's shortcoming is that it
ultimately doesn't matter if one is good or bad--the moral choices
have nothing to do with aactual morality in our universe wherein ideas
have consequences.

"The Ludwig von Mises' Institute's official motto is Tu ne cede malis
sed contra audentior ito, which comes from Virgil's Aeneid, Book VI;
the motto means "do not give in to evil but proceed ever more boldly
against it." Early in his life, Mises chose this sentence to be his
guiding principle in life. It is prominently displayed throughout the
Institute's campus, on their website and on memorabilia." --http://
en.wikipedia.org/wiki/Ludwig_von_Mises_Institute

Now imagine if the character were presented that quote at the
beginning of the game, and then called upon to live up to it.

Again, MASS EFFECT never shows the rendering of classical ideals
real.  For instance,  one is not able to hear Jefferson's, nor
Cicero's, nor Scorates', nor Aristotle's, nor Mises' words; nor is one
able to see them rendered real in the game.  In forming a fellowship,
one is not able to judge characters via their ideals and *character.*
But soon, the game will exalt all this!

Improving/Exalting/Simplifying FALLOUT with TheGold45Revolver/
Ideas Have Consequences/Moral Premise Technology:

This was handled towards the bottom here (bottom of the comments):http://www.gamasutra.com/php-bin/news_index.php?story=20908

Opinion: 'Fallout 3 - I Kill Children'
by Simon Parkin [In a new opinion piece, game producer and journalist
Simon Parkin examines Fallout 3's block on harming children in the
game, suggesting that, even with its obviously good intentions, it has
proved "video games' ineffectiveness in providing meaningful
disincentives and negative repercussions for in-game atrocities".]

Self-censorship was the least effective course of action open to
Bethesda if they are looking to morally instruct their players. Why
not take the route less traveled and try to implement some meaningful
consequence, something beyond an essentially meaningless "karma" stat?
(YES!! THE KARMA IS MEANINGLESS! WHY NOT INCORPORATE AGOLD45REVOLVERWHICH ONLY SHOOTS ZEUS'S LIGHTNING IN THE END IF YOU HAVE
BEEN DOING THE RIGHT, MORAL THING THROUGHOUT?)

Of course it is the route less traveled for a reason: it's a whole lot
more work. (NO IT ISN'T! JUST GIVE THE PLAYER A WEAPON WHICH LOSES ITS
POWER THE MORE EVIL THEY BEHAVE! THE PATENT SOLVES THIS PROBLEM IN A
SIMPLE/EFFICIENT MANNER!) The framework of systems and rules that
govern Fallout 3 serve the setting: a place of lawless anarchy. As
such it's difficult to introduce a potent enough disincentive to
murdering children (NO IT ISN'T! JUST GIVE THE PLAYER A WEAPON WHICH
LOSES ITS POWER THE MORE EVIL THEY BEHAVE! THE PATENT SOLVES THIS
PROBLEM IN A SIMPLE/EFFICIENT MANNER! IF YOU SHOT CHILDREN, THE45
WILL NOT GLOWGOLD& SHOOT ZEUS'S LIGTNING, AND THE MBA FEMMINST
FANBOY VAMPIRES WILL OVERCOME AND KILL YOU IN THE END!!). And, in more
general terms it's hard to make any game talk to a player in true
terms of "good" and "bad," when the medium's primary vocabulary is one
of "success" and "failure." (HUH? KILLING CHILDREN IS BAD! KILL KIDS > NOGOLD454 U! NO ZEUS LIGHTNING 4 U!)

In real life, if you kill a child, you will be imprisoned and,
depending on where you live, killed for the crime. Not only that but,
insanity aside, there will also be heavy physical, mental and
emotional repercussions to your action, things that will stay with you
throughout the rest of your life.

How can these kinds of severe, complex outputs be communicated in a
video game? (KILL KIDS AND YOU WILL SUFFER A HORRID DEATH FROM THE
SWARMING HORDES OF VAMPIRE/ZOMBIES SCREAMING MBA BUZZWORDS AND THE
FIATACORAY'S CLOGANS!) Do you, as in Steel Battalion, kill the player
and wipe the save game to teach a lesson? Or do you, as in Fable 2,
let the player's evil shape the character's physical appearance,
making them more unpleasant and ugly for it? (GIVE THE PLAYER A WEAPON
WHICH LOSES ITS POWER THE MORE EVIL THEY BEHAVE ALREADY!)

Video games will always struggle to provide deeper, more nuanced
consequences. (YES IDEAS HAVE CONSEQUENCES!) Try to provide multiple
narrative routes through your experience, and costs will skyrocket
into the implausible. Restrict the player's abilities in order to
impede their progress and you have a weak compromise that offers
little in the way of persuasive or realistic moral instruction. (THE
CURRENT PATENT SOLVE THIS DILEMMA BY CENTERING THE NARRATIVE AROUND
MORAL PREMISES AND PLOT POINTS, AS WELL AS A NOVEL WEAPON!)

These are difficult questions with few satisfying answers (UNTIL NOW
DUDE! CH-CH-CHECK THE SYSTEM AND METHOD FOR CREATING EXALTED VIDEO
GAMES AND VIRTUAL REALITIES WHEREIN IDEAS HAVE CONSEQUENCES PATENT).
But no matter what, in removing the opportunity to kill children in
their anarchic game, Bethesda has admitted video games'
ineffectiveness in providing meaningful disincentives and negative
repercussions for in-game atrocities. That the team chose to carve the
issue out of their game rather than attempt to engage it head on,
speaks volumes. (VOLUMES!!!)


ok--i fixed the caps key--some independence day beer got in there...
my gf wants to know why i am working on the 4th--haha. "because i love
something awful." "you love what awful?" chicks--you gotta love 'em.

so, as you can see, the patent solves a vast and great problem in a
simple, elegant manner.

so strange that bethesda censored/banned me form their forum last
night right as soon as i introduced the notion of the invaulablegold45revolver/ideas have consequences technology (which they obvisouly
need), and then hayt--the bethesda/fallout employee in this thread--
walked out on this thread today, just slamming the door:http://www.youtube.com/watch?v=WOWlGhHPE7M&feature=related

fellas--just yesterday i was falling in love with hayt, but now i'm
only falling apart:
[url]http://www.youtube.com/watch?v=urY1aZCRs7c

there's nothing i can do--dude--it's like a total eclipse of the
heart. :(

http://forums.somethingawful.com/showthread.php?threadid=3143589&user....

Exalting/Improving GTA/Gears of War with TheGold45Revolver/Ideas
Have Consequences/Moral Premise Technology:

Imagine you are standing in Best Buy. There are two versions of Gears
of War. In one, the Locust Horde can be reformed and brought over to
your side by quoting excerpts from the US Constitution--by engaging in
dialogue--and where, in order to win, you are going to need to win
their minds/hearts and souls. In the other version, you can only shoot
them in campaign after campaign. Which would you buy? Imagine you walk
into EB Games, and you have to decide between two versions of GTA. In
one, you can only hire and shoot hookers--there is no chance of
reforming them nor talking them out of it. In the "Gold45Revolver"
version of GTA, you can engage in dialogue with the Hooker and hand
her copies of the Constitution and Bible, as well as Hayek's The Road
to Serfdom, and thus enlist her in your struggle against the
fiatocracy, the decline of freedom, and the growth of the corporate-
state. She in turn would hand those works to her Pimp who would join
you. Which version of GTA would you buy? Obviously the one wired with
the novel technology found in "System and method for creating exalted
video games and virtual realities wherein ideas have consequences." --http://www.faqs.org/patents/app/20090017886

The great thing about this technology is that it would also help the
storyless gears create a successful film and franchise.

 Already the novelGold45Revolvertechnology is solving epic,
glaring design problems/flaws in games such as Fallout 3, and it is
accomplishing this in an elegant, simple manner which will also exalt
the gameplay in numerous games and genres, make gaming more fun, and
increase both the audience and marketability of the games which adopt
the novel technology--it will also be worth tens of millions in
generating cool, positive buzz.:

 --http://www.gamasutra.com/php-bin/news_index.php?story=20908

Where in the prior art can one form a fellowship based upon the ideas/
ideals/characters of the NPC’s? In what game does the eventual outcome
depend on the character and integrity—the ideals and beliefs—of the
fellowship one forms? Re: How much would it be worth to Bethesda/EA/38
Studios/Visceral/Bioware/Ubisoft?

The American Revolution with TheGold45Revolver/Ideas Have
Consequences/Moral Premise Technology:
How much would it be worth to put the following on a game box? "It is
the dawn of the American Revolution, and it is up to you to build the
fellowship that will lead the epic battle for freedom. From tavern to
tavern you must walk the streets of Boston, listening in on
conversations and recruiting those speaking (and oft whispering) of
liberty's epic ideals. Redcoats and King George's spies abound, and
when you hear the words of Washington, Jefferson, Paine, Madison, Jay,
and Hamilton, you must engage the characters by speaking of liberty's
ideals yourself; or lose their trust. Throughout you must select the
best words to rally and inspire the troops during the fierce war for
freedom--to attract the poet warriors with the greatest characters to
fight alongside you. Ideas have consequences and word must be matched
with deed, as freedom's fate falls upon your shoulders. "The tree of
liberty must be refreshed from time to time with the blood of patriots
and tyrants. --Thomas Jefferson""

I argue that such a novel approach to gaming--not only incorporating
the words of the actual Founding Fathers--but rendering their
consequences (or the dire consequences of their absence)--would be
worth hundreds of millions, if not billions.

And wouldn't that be an awesome game??? Imagine meeting Jefferson and
Hamilton, finally defined by their greater aspects--their souls,
characters, and words--and actually recruiting Washington to command
the forces, based upon his words!

"A slender acquaintance with the world must convince every man that
actions, not words, are the true criterion of the attachment of
friends." --George Washington

"Arbitrary power is most easily established on the ruins of liberty
abused to licentiousness." --George Washington
"Associate with men of good quality if you esteem your own reputation;
for it is better to be alone than in bad company." --George Washington

Yes--of course we could give all the revolutionary soldiers BFGs and
Lancer Chainsaws to satiate the fanboys; but the big draw of the game
would be its depth and profundity! And imagine that in one of the
Taverns is a hooker with a heart ofgold. Hire her and kill her, as is
exalted in GTA, and the world is lost. Talk to her, and "lady liberty"
will tell you where you can find Thomas Paine.

Video games are a crowded art, and many argue there has been little
innovation in the past several years (or decades), especially when it
comes to depth, meaningful drama, and storytelling. Of course all the
PR departments stamp "depth, character, meaningful drama, and epic
storytelling!" on the boxes, just as they stamp "Dante's Inferno" on
the game which places Beatrice in the diametric opposite locale that
Dante did, robbing it of its classical soul and Dante's exalted
intent; and nothing really ever changes as the fiatocracy declines, as
"Story, drama, character" are payed homage to in corporate press
releases, but never in rugged deed.

A small innovation in a field of "crowded art" can go a long, long
ways. For instance, applying the patent's same technology to the
traditional Vampire/Zombie game would result in the following enhanced
gaming experience:

Improving/Exalting Left For Dead (L4D) with TheGold45Revolver/
Ideas Have Consequences/Moral Premise Technology:

The "Gold45Revolver" mod of Left for Dead would be described with
(seriously--the buzz alone on this would be worth millions to EA/
Bethesda/Bioware/Visceral/Ubisoft/38studios):

This "Gold45Revolver/Ideas Have Consequences/Moral Premise" Mod is
based on the L4D Amazon.com description, and it could be easily
implemented with a relatively small amount of funding: “Set in a
modern day survival-horror universe, the co-operative gameplay of Left
4 Dead (L4D) casts four "Survivors/freedom fighters" in an epic
struggle against hordes of swarming zombies/communists and terrifying
"Marx Infected" mutants. A new and highly virulent strain of the
Marxist virus emerges and spreads through the human population with
frightening speed via words, both spoken and written. The pandemic's
victims become grotesquely disfigured, violent psychopaths, attacking
the uninfected on sight by handing them pamphlets and espousing
Marxist philosophies while trying to bite/harm them. As one of the
"lucky" few apparently immune to the sickness, as you have been
reading F.A. Hayek, Ludwig Von Mises, and Thomas Jefferson, you,
unfortunately, are trapped in a city crawling with thousands of the
bloodthirsty Infected. Alone, you're dead. But together with a handful
of fellow survivors, who you can identify and recruit via dialogue
trees incorporating Hayek/Jefferson/the Constitution wherein you also
assess the NPC's responses, you might just form a fellowship and fight
your way to safety. Players can play as a Survivor or as one of four
types of Boss/Marxist Infected, each of whom possess a unique mutant
ability, such as a 50-foot tongue lasso, tenure at an ivy league
university, an MBA, or a giant belly full of explosive methane gas.
The gameplay of L4D is set across four massive campaigns. The zombie
population of each mission is choreographed by an AI Director that
monitors the human players' actions and creates a unique and dramatic
experience for them on the fly. Zombies may be transformed back into
humans by quoting Hayek/Jefferson/et al. to them; but the further they
have devolved--the more collectivist literature they have imbibed and
the more MBA groupthink classes they have taken--the harder it is to
save them. Early on in the game, some Vampire/Zombies may appear to be
normal humans, and the only way to find out would be to quote Hayek to
them and see if they respond with Lenin or Mises. Some of them can be
reformed via dialogue, but for others, they can only be reformed by
death. And in the end--only those players who have done their best to
reform the Vampires/Zombies in word and deed--only those who have
acted morally throughout the game, can truly wield theGold45Revolverand realize its true power as it shoots Zeus's Lightning
while leveling the zombie masters and their hordes. Should you fail to
reach and exalt your peers with classical ideals, the world will end
as a zombie communist tyranny--"for the greater good of all.""

Imagine how many millions would want to play such novel game types
wherein *ideas had consequences*, and soul, character, and honor
mattered! Litertaure including 1984, Animal Farm, A Brave New World, V
is for Vendetta, The Matrix, Twilight, Atlas Shrugged, Dracula, and
300 could all be brought to life on a more profound level!

 The "Ideas Have Consequences" Zombie/Vampire game engine is novel in
that the Zombie/Vampire virus/quality is transmitted via ideas in the
game--both spoken and written--as opposed to only via physical
contact, such as being bitten/attacked/etc.

Imagine the possibilities with that novel game engine/concept in the
hands of creative developers!! A thousand, thousand novel Zombie/
Vampire games could be created, and epic literature could be brought
to life, including 1984/Brave New World/The Road to Serfdom/etc, as
well ad the American and Communist Revolutions! This would mean tens
of millions of $$$ and an epic renaissance in the now staid vampire/
zombie format. And it would be easy to do--just a couple books/words/
ideas introduced into L4D, for starters, would be epic! Of course we
would still include all the physical gameplay--biting/shooting/
baseball bats/etc.--but we would layer it on top of classical, exalted
ideas and ideals.

Art has ever been the realm where the noble soul could place their
ideals which the world had no use for; and the novel game engine
described by this new technology; opposed vehemently by the dominant
fanboy/feminist fiatocracy—would foster a new realm of exalted gaming
for true artsists—both those who created new games and played them.[/quote]
 
dre...
Posted: Tue Nov 10, 2009 10:23 am
Guest
As I begin preproduction on a pretty narrative-based game, I find
myself referring to Steve Gaynor's quote:

[url]Video games are not a traditional storytelling medium per se.
The player is an agent of chaos, making the medium ill-equipped to
convey a pre-authored narrative with anywhere near the effectiveness
of books or film.[/url]



Yes--such philosophies have held games back.

In real life, we are all agents of chaos.

And yet, epic, exalted stories emerge time and again in real life,
because of life's moral premises and epic mythological reality, which
are strangely absent from games. Truth is stranger than fiction!

Think about the true story of King Leonidas and his 300 Spartans
battling for epic idealism and freedom.

Think about Sir William Wallace battling for freedom and epic
idealism.

Think about the Founding Fathers writing for and then battling for
epic freedom--rendering classical ideals real in both word and deed.

In all the above cases; epic, classical story emerged alongside
romance and profound meaning. Narratives far greater and more engaging
than those found in GTA/bioshock/Fallout naturally emerged, and became
legends as they were told over and over.

The stories today's fanboys tell are, "I killed a hooker lolz! and
then pwn3d giant vaginas and nipples in dante's inferno ! lolz!! epic
narrative sux and boox r giant walls of t3xt!" And then the fanbmas
tell tragic stories of massive layoffs and the closure of EGM which
gave that vast contingent seeking epic story the middle finger.

300/William Wallace/the Founding Fathers were united by the same
classical, epic, exalted ideals of freedom; which are nowhere to be
found in the fanboys/fanmbas favorite games--Fallout & GTA3.

By introducing classical ideals (the gold 45 revolver(TM)/ideas have
consequences/moral premise technologies) into the center and
circumference of the game's AI, novel forms of gaming will exalt the
industry with billions of dollars in revenue.

As games get more and more graphically realistic, why not make them
more life-like on a spiritual, narrative, moral, and romantic level?

Basically this article could be applied to the entire industry which
is shedding billions in market cap and thousands of jobs.

Over the past several years, I would pick up major gaming magazines
(EGM/Play/Edge) and turn straight to the letters section--the letters
from the readers/avid gamers.

Invariably, there would be writers stating that they were looking for
games with more exalted narrative, epic story, and meaning.

And the fanboy/fanmba editorial staff would often be both
condescending and dismissive, basically giving them the middle finger
in telling them to shut up and go back to their single-mom's basement
to play Fallout/GTA and shoot cops and hookers and women in metallic
bras, as really, GTA is all about the family, really, and living
morally, with profound ideas that have profound consequences; and
epic, exalted meanings for the greater culture.

And then, a few short months later, after giving the finger to the
reader/consumer/yearner for art and narrative, EGM went under.

CASE STUDY #1: The Epic Failure of Dante's Inferno: The Epic Price of
Ignoring Epic Story and Placing Dante's Beloved, Incorruptible
Beatrice in Hell, and Playing up the Giant Nipples/Vaginas/Baby-
Killing for The Vocal Fanboys

In one fell-swoop, EA blew several opportunities to exalt both
classical culture and their bottom line. Mired in the "debauch the
culture/currency and deconstruct the Greats" that so dominates our
culture, EA approached Dante's Divine Comedy from a hateful, arrogant,
fanboyish angle; instead of from a loving, manly, humble one.

So EA goes and slaps the name Dante's Inferno on a God of War Mod,
basically giving the middle finger to Dante's art, life, love, poetry,
religion, soul, and spirit, casting his beloved, incorruptible
Beatrcie in hell, and recasting Dante the poet and scholar as a buff,
world-wrestling-federation champion. And this is the result--a quickly
forgettable #eafailsuck, generic, been-there-done-that-but-better-the-
first-time-around game:

http://www.gamersdailynews.com/article- ... ferno.html

What can be said for Dante’s Inferno? Well, it is definitely a
complete rip-off of God of War, so it has that going for it. Oh, and
it probably would have been better just to have made the game about a
random crusader diving through the many layers of Hell and claiming
inspiration to the literary classic. Now it just enrages anyone with
an appreciation for those long forgotten “book” things your ancestors
used to read. You know, back when paper was used by everyone and not
just bureaucrats behind the times.

Truth be told the game wasn’t really all that thrilling. In fact,
it was a little bit irritating and just a tad sickening. A number of
buttons can be used for different attacks, yet somehow I always found
myself pulling off the same combo that ended with me stabbing into the
ground with a bone scythe. It felt like the only way to win was to
simply button mash without any real plan in mind. . . .

. . .The combat to Dante’s Inferno isn’t terrible, but it isn’t
great either. It’s just another action game trying to be God of War.
The story may be good if you could care less about the literary
origins. The artwork goes from being generic to outright disturbing
and disgusting. EA can use as much controversial marketing tactics as
they wish, but there is a very small audience for this game. It will
have its fans, most certainly, but weeks after this game has been
released it will become forgotten.

Thank God.

--http://www.gamersdailynews.com/article-2169-HandsOn-with-Dantes-
Inferno.html

All those hours, upon hours wasted in debauching art and losing EA's
investor's cash. All those hours, upon hours spent ignoring the story
and focusing on mere, fleeting marketing gimmicks, placing Aristotle's
spectacle first and his story dead last, thusly inverting the order of
Aristotle's Poetics, and harassing booth babes:

http://www.gamasutra.com/blogs/DrElliot ... w_Gold.php

I reached out to Jonathan Knight regarding how the Gold 45 Revolver /
Ideas Have Consequences / Moral Premise technologies could exalt not
only Dante's Inferno, but his entire company, but he was pre-dedicated
to debauching Dante's Divine Work, ignoring the fundamental precepts
of the divine, epic narrative, and losing market cap.

And that's where the epic advantage lies. In all their epic EA
arrogance they are forgetting that which matters most in art--the soul
and spirit, and thus story.

CASE STUDY # 2: EGM MAGAZINE'S FAIL

What an opportunity EGM had! When they received letters from readers
demanding profundity, poetry, and epic meaning in their games, they
could have run with it! They could have become the flagship
publication of the renaissance, while rallying game companies and
developers who exalted epic narrative in their games, carving out a
vast new market for games! If only!

But instead, because EGM magazine gave the exalted consumer the middle
finger, they are now defunct. EA's fanboyish/fanmbaish Dante's Inferno
is taking EA down the same EGM road to financial hell, giant vaginas,
nipples, and babby killing all. But that's what you get for placing
Beatrice in Hell.

I predicted this in my patent application, citing EGM's flippant,
arrogant, fanboyish response to an honest gamer seeking exaltation,
story, enlightenment in their games. What did they do? EGM told him to
shut up and go back to his mom's basement and play GTA.

FROM: http://www.freepatentsonline.com/y2009/0017886.html

PRIOR ART AND ADVANTAGES OF PRESENT INVENTION
There is a vast demand for deeper, more intellectual video games that
is generally opposed throughout the industry. Many designers are weak
minded like the Storm Troopers in Star Wars, and thus they believe
hiring and killing prostitutes constitutes exalted story, as the
fiatocracy's Death Star commands them to believe. Many will defend
their hiring and killing prostitutes by the fact that one doesn't have
to in the open-ended world, but then it GTA is not truly an open-ended
world wherein one cannot take a prostitute to church, nor even speak
words of exalted wisdom to her that might save her soul, nor give her
a copy of Dante's Inferno nor Homer's Odyssey to exalt her soul. While
developers, publishers, and insiders constantly hype the storytelling
in games so as to sound cool and push product for mere monetary
profit, the young can see that the emperor is wearing no clothes. In
EGM's letter of the month, a reader expresses the rising generation's
demand by writing:

EGM Letter of The Month:


“As I grew up, videogames grew up with me. I started playing games
like Donkey Kong and Carnival on the ColecoVision before I could read,
and Nintendo's Mario title were a staple of my early childhood. As I
got older, I saw the storytlines and gameplay mechanics become more
intricate and engaging. When I went through my rebellious and bitchy
teenage years, so did videogames. And as I grew and matured, so did
the subject matter of the games themselves.

Now that I'm 22, more things are vying for my time and attention such
as work, college, women, drinking, and lamenting over my long-gone and
simpler childhood. Needless to say, if I'm going to devote 20-plus
hours of my life to completing a game, it had better be well worth it.
And to me personally, a game well worth it is one I can take something
away from on an intellectual level. For example, a game that makes me
question my own existence, or the war in Iraq, or the increasing
diconnectedness of our modern high-tech lives would be the holy grail
of gaming to me. What are the chances that gaming will finally grow
once more and develop a social and political conscience?—Eric
Staskiewicz, summer, 2008 EGM


EGM answers “The answers are pretty damn good. Games are more and more
frequently making “statements” about society and politics—see
BioShock, GTA4, even Army of Two for just a few examples. We'll always
have mindless diversions as well, of course, but count on seeing more
and more depth of theme and storytelling in the coming years.”—Summer,
2008

And so it is that jacking cars, shooting police and the innocent, and
hiring and killing prostitutes is now not only exalted art, but
sublime political science and sociology. The younger generation is
seeking exaltation and enlightenment in their video games, and the
response is a) it is already pretty damn good so shut up and b)
mindless diversions rock and c) it will get even better than hiring
and killing prostitutes. It is quite obvious from the above letter,
that the demand for video games with exalted principles is not being
served. Fanboys do not believe in the “word,” and thus they poke
around in their cave, grunting and smiling when the prostitute dies
after they are done with her, enjoying their “art.”

Such novel games will stand head and shoulders above the prior and
current art, including GTA, GOW, and Fallout 3, about which Kotaku
reports: Cannabalism, Slavery and Sex in Fallout 3—http://kotaku.com/
5022866/cannabalism-slavery-and-sex-in -fallout-3. An interview with
one of Fallout3's lead designers goes as follows http://ve3d.ign.com/articles/news/39736
.... Screenshot s-Interview:


“1) Which of the following, if any, will be featured in Fallout3;
Romance, Sex, Homosexuality, Nudity, Prostitution, Slavery,
Cannibalism, Children, Child killings, drugs, addictions? And of the
things that won't be featured, can you explain why they won't be
included in the game?
“It touches on most of those. Slavery, children, drugs and addiction
more than the others, as those factor for into the setting more. In
regards to nudity and child killings, no, it features neither of
those, as they don't really add to the flavor of the game (I'll get
into children in the next question more). I think if you look at
Fallout 1, and the footprint it has with the topics you ask about,
Fallout 3 is pretty much the same, in that it features the types of
things you mention at about the same rate, no more, no less. Drugs and
drug addiction play a larger role perhaps, as it's a key gameplay
device. I think the heart of this question is “has the harshness and
maturity of the world of Fallout 3 been tempered from the earlier
games?” and I can certainly say “No, it hasn't been.”—http://
ve3d.ign.com/articles/news/39736/Fallout-3 -Screenshots-Interview

Note that while Cannibalism, slavery, drugs, and prostitution are
regularly included in the the fanboy video games, nowhere can one find
the US Constitution, nor Shakespeare, nor the Bible, nor Plato, nor
Aristotle, nor Gandhi, nor Jefferson, nor any Great Book nor classical
ideal included. Classical ideals have been excluded from the gaming
realm; and while both good and evil exist in games, both are
considered “fun,” and neither have long-term consequences.

Although Fallout1 allowed one to kill children, Fallout3 no longer
does, as the designer states: “You will not be able to be a child
killer. There are several reasons for this, some of them are very
basic, like we wouldn't be able to sell the game, anywhere to anyone,
if the children could be killed.”


The Fallout3 interview continues at http://ve3d.ign.com/articles/news/39736
.... Screenshot s-Interview:
“3) Could you outline your thoughts on the matter of ensuring that
choices and consequences provided by the various quests within your
game are crafted so as to be more nonlinear than simply the
superficial choice between “good, bad and neutral”/“affirmative,
negative and nothing?” Also, will there be other aspects to choices in
Fallout 3? Political? Philosophical? Exactly how far will you go with
the player's moral freedom, the “gray” solutions?”
That really depends on the quest, so it's hard to say. There are
certainly some that are clearly good/bad, like blowing up Megaton.
It's clearly bad to nuke an entire town. It's clearly bad to kill
innocent people throughout the game, and your karma is affected. It's
also clearly good to help people in need, giving to charity, passing
out clean water, and more. Those are specific examples in the game. I
think many people want to play “good” and want to play “evil”. Both
are fun in different ways. The gray area comes into several quests,
where the situation is just “bad”. Some feel like no-win situations
and they come across as “make a hard choice.” I think that's where it
feels best honestly, but we do need to mix it up between that and
simpler good/bad.—http://ve3d.ign.com/articles/news/39736/Fallout- 3-
Screenshots-Interview

So it is that good and evil are both “fun” in different ways. Imagine
if our Founding Fathers had created a nation wherein they saw “good”
and “evil” to be “fun” in different ways. The present invention
differentiates itself from the prior art in that the outcome of the
world ultimately does depend on classical ideals which must be fought
for. Tobold's blog presents some insights into how the fanboy gaming
community falls short in delivering games where exalted ideas and have
truly exalted consequences; and where there is a good that ultimately
makes a difference. The present and prior art of the video game world
exalts games where evil is a thin plot device:

http://tobolds.blogspot.com/2006 — 06 — 01_archive.html

Tobold's MMORPG Blog

Friday, Jun. 30, 2006

“The end of evil


When last year Edward Castronova argued on Terra Nova that Horde
characters in World of Warcraft are evil, he was widely ridiculed.
There is no “evil” in World of Warcraft, players of either faction are
constantly on quests that are helping somebody else. Whether you are a
holy paladin or a demon-summoning warlock, it doesn't change the way
in which you help the farmer get the deed to his farm back from the
evil bandits. There is no moral choice, no option to sell the deed to
the highest bidder instead of returning it for a lousy reward. Even
the undead are “good” undead, fighting the evil scourge undead.
If a game like Black & White, or Knights of the Old Republic, or
Fable, gives you the option to play good or evil, that is just a
thinly disguised way to enable you to play the game twice. You chose
evil or good by what you think is more useful to beat the game, and
then if you play it again, you chose the other side, just to see
something new. It is not a moral choice, but a tactical one. We don't
feel that burning down a virtual village in a game world and killing
the inhabitants is an evil act, after all those are just colored
pixels that don't feel anything. Advancing in the game is the most
important, even that means that in the next mission we have to throw
Napalm on that Vietnamese village to continue.
All that ends us in a total inability between gamers and anti-game
advocates or politicians to understand each other. The gamer picks up
minor points that the criticism got wrong, like “there are no points
in GTA for shooting and raping hookers”, and fails to see that the
criticism otherwise wasn't all that unjustified. Most of what you do
in GTA *is* a depiction of very, very evil behavior. By the time you
finished the game you have committed more crimes than any known peace-
time gangster. The anti-gamer fails to see that all these crimes are
virtual, and don't lead to you going out and doing the same in real
life.
“Evil” has become a joke. In Dragon Quest 8 one of the heroes has a
special combat move with whirling axes, called “Axes of Evil”, har,
har, nice joke on George Bush. But I wonder if all this making light
of evil, all this gaming without true moral choices, is not making the
medium of video games poorer. Fact is that in the real world there is
real evil, guys like Sadam Hussein, Kim Jong-il, or Robert Mugabe
aren't just “misunderstood”. And evil isn't limited to crazy
dictators, there are people everywhere that like to be cruel to
others. And ordinary people have to make hard moral choices sometimes,
between good and evil. Previous entertainment media understood that,
and made good and evil a major recurring theme in many books and
movies. Only video games present the end of evil, a world in which
neither good nor evil matters, where “evil” is just a thin plot
element to explain why you as the hero have to go out and kill that
boss. We end up with players in online games doing evil things that
actually hurt real people, if just in a minor way, and not even
realizing the difference. GTA won't turn anybody into a mass murderer,
but it is hard to believe that hundreds of hours of inconsequential
evil and violence should have no effect whatsoever on how you perceive
evil and violence in the real world.”—http://tobolds.blogspot.com/2006
— 06 — 01_archive.html

In the real world, as in classic art, ideas have consequences. In the
realm of video gaming, they do not, and thus games fall far short of
classical, epic art.

The prior art does not let a character battle for the Constitution in
exalted Word and Deed. To date, no video game allows the player to
battle for classical ideals while fighting the forces of collectivism.
No game brings the spirit of “the good fight” to life by layering in
expressions of ideologies. No game lets one select friends and enemies
based on the depth of the npc's souls and spirits. No game lets one
choose friends and enemies based on the words that are spoken. No game
lets one speak words and see where they take root, and then choose to
befriend those who hear the word and accept it, in building their
coalition or forming their fellowship. No game allows characters to be
judged on the strength of their character—matching word and deed. No
game focuses on the small moral choices a character makes, which would
parallel the larger choices on down the line, and thus serve as a
metric for determining who and who not one should befriend.

As postmodernists believe that art is created by society, and as fiat
postmodernists dominate all our institutions today (as they are bought
and paid for by postmodern fiat dollars) Grand Theft Auto, like Eggers
& Oates, is ultimately a creation of our fiat banking system. It
reduces women to prostitutes and men to douchebag thugs hiring and
killing prostitutes while penning fake amazon reviews, and millions of
fanboys exalt in this context, believing it to be the very pinnacle of
existence, as they were raised by single mothers and educated in the
fiatocracy's dumbed-down schools. This present invention will allow
games superior to GTA and GOW. This invention will foster games that
will bring classical literature to life, as well as contemporary
literature with classical ideals such as honor, integrity, character,
and fidelity.

No present video games incorporates real, historical quotes on
opposing sides—such as Hayek versus Marx and Mises versus Lenin; and
Hayek, Mises, and Rothbard versus Bemanke, Greenspan, and the feminist
instructors who get a few pennies of the fiat cash now and then to
displace Constitutional ideals. No game allows the player to weigh the
words to inform their actions and choose who, and who not, to shoot,
based on the character's ideas. And finally, no game shows the
different worlds that result as the consequences of different ideas.
In short, ideas do not have consequences in video games; and the world
of GTA can thus never be exalted. It is not an open-ended world; as
never can anyone fight for freedom from Roe vs. Wade nor stop the
theft via inflation nor defend our own borders and protect the
innocent. GTA presents a world without hope, with plenty of hookers
and bowling games, which is exactly the way the fiatocracy envisions
are future; as they detest the free, exalted, man—the classical hero.
They have gone so far as to criminalize the creator and author—since
the fiatocracy prints all the money, those who create wealth are
technically stealing from the fiatocracy; and the fiatocracy goes
after them by printing more money to try and buy their creations, or
seize the savings by the inflation tax. Dante put the fiat masters in
the seventh circle of hell, which is why they don't teach Shakespeare,
Dante, and the Bible in the fiatocracy's business nor law schools. And
thus opportunity abounds for games as exalted art, wherein ideas have
consequences.

Opportunities abound to create video games with deep, profound,
exalted spirits and souls—games which exalt the intellect, as do all
enduring forms of dramatic action, from The Odyssey on down. The same
opportunities abound for universities, but the fiat/feminist regimes
must oppose the Great Books and Classics, Truth, honor, and integrity,
so as to bolster the dying currency of a morally, spiritually,
intellectually, and monetarily bankrupt empire; which went from honor,
integrity, manufacturing, faith, and the family to debt, deceit,
decline, and Godlessness; just as universities went from creating
exalted students to using students to create exorbitant debt—moth
monetary and spiritual. Imagine a video game that allowed the
protagonist to bring it all on back. Imagine a game which countered
the prevailing expert opinion that killing cops and hookers is the
highest of art forms; and which allowed the player to render ideals
real; and exalt the hookers via word and deed, and join the cops in
laying down the law. To date, no game allows one to try and talk a
hooker out of prostitution—a most dangerous occupation in games, where
one is likely to be used and killed by a fanboy. So imagine a game
that allowed one to exalt the hooker, and to kill fanboys who kill
hookers.

The fiatocracy's dominant feminists and fatherless fanboys detest and
oppose epic poetry, classical literature, honor, morality, and
integrity; and thus opportunity abounds, as such entities are at the
center and circumference of exalted art. The present invention would
allow one to fight for the forgotten ideals echoed in the following
poem— The Ghost of Valley Forge, by Pastor Paul Payton:

I had a dream the other night I didn't understand,

http://www.freepatentsonline.com/y2009/0017886.html

Well, vast opportunities abound!

Rock on and rock out!


Thanks Anthony!

Yes--the day will soon come to approach a VC firm, but we are yet in
the stage of violence against the novel Gold 45 Revolver/Ideas Have
Consequences/Moral Premise technologies.

"All truth passes through three stages. First, it is ridiculed.
Second, it is violently opposed. Third, it is accepted as being self-
evident." --Arthur Schopenhauer, German philosopher (1788 - 1860)

The reason I am penning patents is that I fully understand this. I am
using the fanmbas supreme hate, violence, and arrogance towards the
classical soul, epic narrative, love, and romance against them. The
more they rage against the Gold 45 Revolver technologies, and the more
they send their corproate-state employees forth to do so, as loyal
fanboys to the debauchery and desecration of love, story, narrative
and higher culture; and the replacement of the divine and epic poetry
with giant nipples, vaginas, and baby-killing, the more solidly I own
the gold 45 revolver, and the brighter it glows in my hands, while
their companies lose billions, desecrate classical, epic art, and
create forgettable gamesuck:

What can be said for Dante’s Inferno? Well, it is definitely a
complete rip-off of God of War, so it has that going for it. Oh, and
it probably would have been better just to have made the game about a
random crusader diving through the many layers of Hell and claiming
inspiration to the literary classic. Now it just enrages anyone with
an appreciation for those long forgotten “book” things your ancestors
used to read. You know, back when paper was used by everyone and not
just bureaucrats behind the times.

Truth be told the game wasn’t really all that thrilling. In fact,
it was a little bit irritating and just a tad sickening. A number of
buttons can be used for different attacks, yet somehow I always found
myself pulling off the same combo that ended with me stabbing into the
ground with a bone scythe. It felt like the only way to win was to
simply button mash without any real plan in mind. . .

The combat to Dante’s Inferno isn’t terrible, but it isn’t great
either. It’s just another action game trying to be God of War. The
story may be good if you could care less about the literary origins.
The artwork goes from being generic to outright disturbing and
disgusting. EA can use as much controversial marketing tactics as they
wish, but there is a very small audience for this game. It will have
its fans, most certainly, but weeks after this game has been released
it will become forgotten.

Thank God.



http://www.gamersdailynews.com/article- ... ferno.html

It is funny to watch them try and implement my ideas--to seize the
gold 45 revolver--but in their hands it fails to glow gold, and so
they lose billions and lay thousands off, where all they would really
have to do is serve the market and the common gamer (jnstead of
repeatedly giving them the middle finger) who is longing for
narrative--for epic story instead of more giant nipples and vaginas
and baby killing in their infernos--who are longing for the epic art
that games could and should be, were it not for the tyrannical,
dictatorial fanmbas who dictate that all narrative and epic story must
be destroyed, and giant nipples, vaginas, and baby killing exalted.

http://www.gamasutra.com/blogs/DrElliot ... sblogs.php

The fiatocracy's MBAs send their best and bravest fanboys forth to try
and deconstruct the Gold 45 Revolver / Ideas Have Consequences / Moral
Premise technologies, all the while trying to incorporate my ideas
(quite unsuccessully, as it are not words alone, but deeds that exalt
the novel Gold 45 Revolver technologies) in their money-losing,
industry-killing, culture/Dante-debauching projects:

http://www.gamasutra.com/blogs/DrElliot ... sblogs.php

One of the interesting things is how much hate, mirth, violence,
snark, laughter, and vituperation the simple filing of patent
containing novel technologies created, as if innovation is a crime
against the fiat state:

http://www.gamasutra.com/blogs/DrElliot ... d_quot.php

It also created a lot of entertainment/enjoyment/mirth too, and was
gold-mined at Something Awful, while going viral all over the net,
from Kabul Afghanistan to Denmark to Russia:

http://forums.somethingawful.com/showth ... id=3143589
http://www.neogaf.com/forum/showthread.php?t=366448
http://forums.somethingawful.com/showth ... genumber=2

Now as the VCs/fanmbas are currently dedicated to raging against art,
jobs, story, narrative, cash, and making money, of course they are
going to detest all the free publicity the Gold 45 Revolver has
garnered. They will read the patent, and seeing no giant vaginas nor
giant nipples, nor baby-killing, nor hooker-killing, they will pass on
the game, as reosurces are scarce, and thousands must be laid-off so
as to support the art design for ginat vaginas and nipples and the
mechanics for killing babies in Jonathan Knights debauched Inferno.
Seeing no opportunity to debauch the culture and currency and kill
jobs and market cap, the VCs will pass on the vast opportunities
contained in the gold 45 revolver / ideas have consequences / moral
premise technologi8es.

Of course, this cannot last, and after their violence takes the
industry on down to the levels of EA's collective soul, the the gold
45 revolver / ideas have consequences / moral premise technologies
will be considered "common knowledge," and that is why i patented it;
as it will be a part of every game!

Playing gold-45-revolver free games will feel like playing atari
combat.

So if any of you guys want to be a part of renaissance, and if you
come across a VC or two who wishes to exalt the culture and make
money, rather than desecrate teh culture and lose money, do let me
know!

Until then, I'll be rockin' out on the beach and surfing!!!


Seriously--is there anyone out there, who after reading about the Gold
45 Revolver(TM) technologies, doesn't want to try and play that game,
just to hold that gold 45(TM) and see if it shoots Zeus's lightning?

will it?

do you think?

for just a few hundred thousand dollars, the technology could be
implemented in the vast majority of games, resulting in billions of
dollars of buzz & billions more of enhanced, exalted gameplay:
http://www.gamasutra.com/blogs/DrElliot ... ssance.php
 
dre...
Posted: Thu Nov 12, 2009 10:36 am
Guest
Play Magazine Gets It: The Renaissance in Epic Story Will Be. . . as
long as you're willing to man up and fight for it....

Quote:

"NO COMPELLING VIDEO GAME NARRATIVE WAS EVER MADE BY A WRITER WHO HAD
HIS GUTS CLENCHED UP IN FEAR. AS WITH A LOT OF THINGS IN LIFE,
HEROIC BRAVERY
(http://www.google.com/patents?id=aAuzAAAAEBAJ)
IS WHAT IS
NEEDED." --Kyle B. Stiff, --page 111: I WANT THE BLOOD OF HEROES, by
Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009

"But the stuffed suits refused to budge an inch regarding their policy
of not working with creative script writers who have the backbone to
take risks. Instead, they stand ready to declare yet another "death
of storytelling" in video gaming." --page 111: I WANT THE BLOOD OF
HEROES, by Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009


The most recent (November 2009) issue of Play Magazine has several
articles devoted to storytelling in games.

By far the best one is to be found on page 111: I WANT THE BLOOD OF
HEROES.

The article takes place in the future, after 2015 when the "Anti-Story
division effectively won the debate," and thus "grew lax," finally
allowing the Gold 45 Revolver / Ideas Have Consequences / Moral
Premises to be exalted.

Like my Gold 45 Revolver patent, the article, by Kyle B. Stiff,
references a game based on Homer's Odyssey, as well as a game exalting
Penelope's moral actions; and the meaningful, epic, profound hero's
journey.

PLAY MAGAZINE wrote:

Quote:
After video games were relegated to something to do while stuck
in traffic, the Anti-story movement became lax A game called THE
ODYSSEY was made. It was marketed as an educational tool, something
to help high school kids understand the ancient literature; a
necessary ruse to have a story-driven game green-lit. It was about
Odysseus and his long journey home from the Trojan War. The gods
opposed him and he had to fight a horde of misshapen beasts using
brute strength and nauseatingly violent finishing moves. There were
tactical elements as well, as Odysseus had a crew of goons to back him
up. And role-playing dialogue too, in which the player controlled
Penelope, Odysseus's wife, as she devised plots to delay a horde of
suitors from claiming her husband's estate.... Damn, we loved it! The
final scene was vilified in mainstream news because, just as in the
original tale, Odysseus and his son round up Penelope's unhelpful
servants, take them behind some building, and slaughter them. ... But
we didn't love the Odyssey because it was violent, we loved it because
it made us feel powerful, heroic, like we were on a meaningful journey
towards a goal rather than slogging from one day to the next. --page
111: I WANT THE BLOOD OF HEROES, by Kyle B. Stiff, PLAY MAGAZINE,
NOVEMBER, 2009


Quote:
All truth passes through three stages. First, it is ridiculed.
Second, it is violently opposed. Third, it is accepted as being self-
evident. Arthur Schopenhauer, German philosopher (1788 - 1860)


DR. E'S 2007-2008 Gold 45 Revolver Patent wrote:

Quote:
(EXALTING THE MEANINGFUL HERO'S JOURNEY!("But we didn't love
the Odyssey because it was violent, we loved it because it made us
feel powerful, heroic, like we were on a meaningful journey towards a
goal."--Kyle B. Stiff, 11/2009))[1790]The basic concepts and ideas in
this invention will have far-ranging implications for the realm of
video games, for the greater culture, novel video games, greater
commercial opportunities in the realm of games, greater and enhanced
opportunities in merging games with film and literature, greater
opportunities for games with deep and profound souls and storytelling,
and new opportunities for games with vast educational potential. The
ideas and embodiments described herein may be modified, extended, and
improvised upon in countless ways. The present invention can bring
both the external hero's journey, that Moses and Odysseus traveled, as
well as the internal hero's journey, that Jesus and Socrates walked.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg8hzBRt

4. System and Method for Female Video Game Characters With Soul and
Virtue and Male Characters With Soul and Virtue:

[1622]Imagine video games that presented female characters with the
depth of soul and spirit owned by classical characters such as
Penelope, Beatrice, Mary Magdelane, the Virgin Mary, and The Mona
Lisa.

[1623]Having female characters behave and act morally, while others
don't, would provide a novel form of gameplay. For instance, in the
Odyssey, Agamemnon's wife cheats on him, and the man she takes in ends
up killing Agamemnon. This is contrasted to Penelope, who remains
faithful throughout, thusly ensuring that Odysseus's life and home are
preserved. So it is that in this novel form of video games, women will
be shown on both sides of the moral premise, and not only that, but
their moral choices will be fundamental to the eventual victory or
defeat.

[1624]Opportunities abound for deeper, more profound female
characters, as fanboys such as Cliffyb and Wyckyg are yet focusing on
breasts, as Wired reports: [1625]"Speaking to Wired.com at Microsoft's
recent media event, the designer (above left) says that Epic Games is
trying to make their upcoming Xbox 360 shooter more appealing to the
casual audience. The game's female characters, he said, won't have
"ginormous tits." And the lauded kill-alien-swarms-with-a-buddy
cooperative mode will let you adjust the game's difficulty on the fly
depending on who's playing. How do you make a game girlfriend-
friendly? You do jump-in, jump-out co-op. You have configurable
difficulty settings for the other player. You have very cool and bad-
ass main characters that have a very human side. And you make sure
that the female characters in your game don't have ginormous tits and
aren't bad stereotypes. What are the female characters in Gears 2
like? I've always made sure, working with the art department, that
Anya is strong-willed but also very mother-like to the squad. She has
a very modest chest and doesn't look like some sort of heavy metal
movie fantasy."--http://blog.wired.com/games/2008/05/cliffy-b-
gears.html

[1626]Well, that is vast and resounding progress. Boobs are mentioned
three times in the above passage, although nobody mentions the vast
importance of the moral woman's character in the realm of classical,
epic storytelling. No gaming expert has yet ever suggested that the
ultimate woman character in a video game ought behave morally, like
Penelope. In our dumbed-down, spectacle-driven society, morality is
seen as a bad thing--the exact antithesis to art. And so the best the
fanboys can do is make the in-game character's breast-size smaller.
There is no mention of making them faithful, nor having them speak
intelligently, nor making them weave and unweave a tapestry, as does
Penelope, to keep the suitors at bay, while waiting faithfully for
Odysseus. So it is that games have yet to achieve higher, classical,
epic art. And so it is that this patent, by instilling deep ideas and
ideals within the game's context and AI, will allow for superior
gameplay.

[1627]Female Characters with Soul and Virtue: Every year Play Magazine
publishes its Girls of Gaming collection which states at
http://playmagazine.com/thegirlsofgaming/index.html, Girls of Gaming
Vol. 5 "is jam packed with hotness from every corner of the gaming
universe and when you sign up to go digital you'll get our 20-page
Best-Of Girls of Gaming absolutely free, along with bonus mature
content too hot for print. The print edition is something special as
well, featuring embossed, spot varnished covers and top quality
materials." Year after year Play Magazine publishes this work, and
year after year the industry creates games; but they are missing soul
on both the masculine and feminine levels. A game that showed a
character being seduced, but resisting, as did Penelope in The
Odyssey, could enhance game play by inspiring and exalting the main
character to make it on home. Imagine cut-scenes that showed women
reading exalted poetry, or lines from Shakespeare' plays, representing
virtues. They could be contrasted to evil women and temptresses
throughout literature. [1628]1. Imagine cut scenes that showed women
acting with virtue to inspire the player to make it on home. For
instance, seeing Penelope behaving virtuously and resisting the
suitors could inspire the player to make it on back to the damsel in
distress. [1629]2. Imagine cut-scenes that showed men acting with
virtue to inspire the female in-game-character to also act virtuous.
For instance imagine a character of Penelope witnessing Odysseus's
resistance of the Sirens, or his other noble actions and refusals of
temptations.

[1630]If a player were playing as Penelope, and they did not act
morally and took on a suitor as Husband, the suitor would kill her
husband when she got home, as happened with Agamemnon. Thus moral
actions would have moral consequences; and immoral actions would have
immoral consequences.

[1631]A game such as GTA could be enhanced by allowing the player to
shoot the pimp and save the women/prostitutes, telling the women to
sin no more.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg1XASLw

[1774]FIG. 5 illustrates how the present invention may be used to
bring the great books and classics alive in a dialogue and action
tree, wherein ideas have consequences. The present invention may
father future inventions which treat this fundamental, basic concept
in far more detail. The player (500) would reach a plot point in
Homer's Odyssey (501). The player would then have to make a choice of
what to say/do. By choosing Odysseus's words and/or his actions (504),
such as telling his men to tie him to the mast, the player is rewarded
with the exalted plot of the Odyssey as they are taken closer to
winning their home and Penelope, and they get to encounter the next
plot point (504). But, if the player (500) chooses actions and words
other than Odysseus's (503), and tells his men not to tie him to the
mast, and the player (500) instead seeks out the sirens, or lotus
eaters, then he shall fail and be taken off course. By mapping the
dialogue and action trees of a video game straight onto a classic, the
present "ideas have consequences" invention could be realized, as
ultimately, all Great Books and Classics are driven by Characters who
harbor ideals, and their ultimate victory or defeat is a consequence
of ideals. This is why the prior art such as GTA and GOW and Fallout3
is boring.

[1785]FIG. 16 illustrates how the present invention could exalt the
hero's journey in a superior manner, and bring it to life in video
games. The various stages of the classical hero's journey which Joseph
Campbell made famous are listed in (1601). At each and every stage,
the player must make a choice--a choice which consists of what ideas
or ideals they choose to serve. For instance, if they see a hooker and
hire her and shoot her, that counters classical ideals. If they talk
to her and befriend her, that is sympathetic to classical ideals. The
Hero's Journey has ever been walked and advanced by those who have
served classical, epic ideals; and by serving exalted ideas, the
gameworld is rewarded with exalted consequences (1605). This diagram
suggests a superior method of exalting epic story in the realm of
video games. Note how the action keeps coming back to the central
premise and question--does the player serve an exalted idea (1602)? If
so, the player advances to a later step in the hero's journey (1606).
If not, the player retreats to an earlier point in the hero's journey
(1607). So it is that love, temptation, war, peace, the death, forming
the fellowship, calling the bluff and speaking truth to power--much of
which was depicted in earlier figures and descriptions in this
invention--can be unified in simple algorithms based upon ideas and
ideals. Such simple ideals, which are yet so subtle and so often
elusive, have powered and propelled mythology through the ages,
exalting the Bible and Homer for thousands of years--for the soul of
those books are based upon classical ideals--elements that have been
opposed in this life. So it is that just as ideas have consequences in
real life, they can have vast and resounding consequences in video
games, exalting games to new heights. From novel games exalting the
plot points in Homer's Odyssey, to the American Revolution, to all the
classic battles and showdowns for Western Civilization, video games
can be exalted, and reunited with infinite love deriving not from
hiring and killing hookers, but for living and fighting for Penelope
and Beatrice, as did William Wallace and King Leonidas, as 300 and
Braveheart were ultimelt not war stories, but love stories--the love
for higher ideals. The novel video games afforded by this invention
will allow the player to love and honor classical ideals, and render
ideals real in a virtual world, just as heroes do in real life. So it
is that video games will become more spiritually and artistically
realistic, with deeper and more exalted spirits, built upon classical
idealism's solid rock.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg0vSbPR


Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg0lyFOy


[0008]The present invention will foster a new era of exalted gaming in
multiple formats and forms, including RPGs, FPS, an MMORPGs, and too,
it would provide enhanced means for bringing successful films and
dramatic art to life in the realm of video games and gaming. Producers
have failed time and again to translate movies into games and games
into movies, and that is because they do not comprehend nor grasp the
secret--the classical ideals which have consequences and the simple
moral premise must be woven into the fabric of games at very level.
For the classical ideals are the most efficient and natural and simple
way to unite the plot and the subplot, the dramatic action and
physical action, the love interest and the battle. Most fanboy
producers, who came of age in a declining fiatocracy, are used to
arrogance, hypes, and doublespeak as methods and means for producing
movies, which ultimately suck. So it is that this present invention
would exalt and foster novel video games that would in turn exalt and
foster a cultural renaissance; wherein one would be able to battle the
snarky fiatocracy producers head-on, both in the context game and
beyond it, finally avenging all the innocent civilians, prostitutes,
children, cops, and unborn who have been killed by the fiatocracy's
fanboys, while the artist's natural rights have been dismantled and
debauched, and the home and family destroyed along with the currency.
So often it is that the poet and hero know not what they do, and this
game humbles itself before the epic poets, prophets, and heroes of all
ages; even as Socrates' ultimately, and reluctantly humbled himself
before Homer, who was exalted by Aristotle. This patent humbles itself
before the secret of epic storytelling. This patent does not drive
down Sunset in a Ferrari, as fanboys and failed producers do,
screaming and hyping their lackluster creations--lackluster movies
based on video games, or lackluster video games based on movies--as
exalted art; but rather this invention simply states that all epic
story derives for living for, speaking for, and sometimes dying for
higher ideals. Such is the way it has ever been, and will always be;
and this invention will exalt a higher realm of games and gaming by
returning this central tenet to modern art, leading with Character and
Plot based on Virtue as did Aristotle, and introducing all these
soulful, sacred, moral agents in the realm of video games.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg0Fw0Ql

[0009]This present invention is penned in the context that this is
going to sound crazy to all the fanboy experts, and counter their
expert fanboy opinions, but in contemplating story in the realm of
video games, why not turn to the greatest stories ever written--Homer,
Shakespeare, and the Bible? I understand that we live in a declining
fiatocracy, but get over it. This fiatocracy won't be around forever,
and someday people will be free to act upon their desire to play games
founded upon classical ideals and idealism, wherein ideas have
consequences, and where they can engage in meaningful gameplay, such
as protecting and defending the Constitution, and protecting the
unborn and borders of an empire, instead of fighting random fiat
monsters on foreign shores. I know that many fanboys insist that games
should have no intellectual content, and that they should merely exist
to satiate the fanboy fantasies of hiring and killing hookers, jacking
cars, killing cops and civilians, and doing drugs, and that is fine
and good for their era and realm of gaming. But the times, they are a
changin'. Surely, as we live in an open-ended world with freedom, the
fiat fanboys ought stop opposing exalted games with classical soul and
spirit. They can keep their close-minded, conservative ways--that is
fine by us--but the world will know a renaissance in classical
liberalism in the realm of video games, wherein one gets to battle for
the US Constitution--the one that the Founding Fathers wrote, and not
the one interpreted by the fiatocracy's feminized/dumbed-down fanboys.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg0MC8QW

A New Realm of Exalted Gaming

The Autumn Rangers Video Game Engine

[0010]Imagine the Autumn Rangers video game--a game where being in
love was as important as fighting in battle, just as it was in Homer's
Odyssey, Braveheart, and 300. Imagine a game which let you speak out
for liberty's ideals before fighting for the US Constitution, as did
the Founding Fathers, Abraham Lincoln, Martin Luther King Jr., and the
countless brave men and women in uniform. Imagine a game which let you
defend the spirit of The Declaration of Independence in word and deed,
and which united the internal dramatic action and external conflict en
route to Aristotle's third act--the thundering, epic showdown.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg0QbYAa

[0977]Again, Wright is missing the emptiness of the current system of
video games, as in classical epic stories, neither Zeus nor God
commands any of the heroic characters to kill civilians simply to
advance a story. Rather, Zeus and the Biblical God are Gods of Justice
for beggars and strangers--for the common man. It is the naive fanboy
God who rejoices in killing Civilians and hiring and killing
prostitutes, and thus, to date, games lack the sensibility of the
higher art that is found in Homer's Odyssey, Dante's Inferno, and
other classical, epic works, such as Sergio Leone's Fistful of
Dollars. [0978]He raised the importance on the part of the designer of
compelling the player to explore the depths of broad experiences like
The Sims or GTA4, saying such games need "clear alternate goal
structures that motivate the player to achieve in a variety of ways.
Make players aware of the possibility space." [0979]Gaming's perceived
emotional weaknesses relative to film are "misguided", he said. Games
do not have an inferior emotional palate, but "rather a different
one"--feelings such as pride, guilt, and accomplishment, which are
commonly felt when playing games, are not felt in the viewers of films
whose characters might experience those feelings. [0980]"The best
experiences are generative experiences," argued Wright, concluding his
well-received lecture at Krazy! "The best stories are player
stories."--http://www.gamasutra.com/php-bin/news_index.php?story=1-
8935

[0981]But games could be far greater, were the sense of accomplishment
to derive from a victory based on profound, epic ideas that had
consequences such as freedom and liberty, as opposed to a victory
based upon killing civilians, jacking cars, and hiring and killing
prostitutes. The free marketplace would reflect this, if games were
given half a chance, but the snarky, entrenched, pretentious industry
is about as open minded to games celebrating the same ideas as do the
Great Books and Classics as is Dave Eggers

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg0eN0P7

[0677]Many fanboys will scream at the words "history" and "morality,"
and they will cry that The Odyssey video game will not allow the
superior joys of killing prostitutes to get one's money back, jacking
cars, killing police men, slavery, child killing, drugs, and running
over civilians that GTA IV et al. provides. But they shall not be
disappointed, as at the very end, the player will be allowed to round
up his son Telemachus and a couple friends, and kill all the fanboy
suitors who laid Odysseus's wealth to waste, while trying to seduce
his noble wife, love, and queen; while Odysseus was off fighting for
his country, like so many Marines, while the fanboys sit at home
jacking cars and hiring and killing prostitutes for mere
entertainment. And then, so as not to exclude female fanboys and
grrrrl gamers; all the fanboys' whores will be called in to clean up
the mess in Odysseus's hall, just as they are in The Odyssey, and
after they have cleaned up the mess--all the fanboy blood and guts--
the option will be presented to have all the fanboy's whores taken out
and hung, just as they are in The Odyssey, as Odysseus delivers
justice to all those who tried to steal and claim his private
property. The difference between GTA/GOW/Fallout et al and the present
invention is that the present invention allows violence backed by
moral meaning--which is exactly what the fiatocracy's bankers who
funded GTA and feminism don't want; as they prefer a world in which
one can jack pensions, subprime loans, artistic creations, and
investments via subterfuge, saying one thing while holding in one's
heart another, and subtle crime, while confiscating savings via the
inflation tax, in Greenspan's words. So it is that the present
invention will be opposed on many levels, but woe to those who would
oppose the immortal soul of the rising generation and the Hero's
Journey Fellowship. For as Mark Twain stated, "one cannot pray a lie."

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg2DBEM6



Finally, Kyle B. Smith writes: "But we didn't love the Odyssey because
it was violent, we loved it because it made us feel powerful, heroic,
like we were on a meaningful journey towards a goal rather than
slogging from one day to the next. --page 111: I WANT THE BLOOD OF
HEROES, by Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009"

Yes!

That is the point of my patent!

Quote:
[0733]In Homer's Odyssey, Odysseus comes across the peaceful,
poetry-loving Phaecians while making his way on home on that original
hero's journey. Homer brilliantly exalts the nobility of making word
deed--of the difference between knowing the path and walking it--in a
play within a play, as Shakespeare does two thousand years later in
his greatest work--Hamlet. And today, too, too many people are content
to play meaningless video games, which is exactly the way the
fiatocracy wants it. The present invention would foster meaningful
games, which allow the player to defend classical ideals, such as that
found in the Constitution, in word and deed.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg3jqkQh

[0990]Imagine a videogame which let you play as Odysseus, which
rewarded you for heroic moral choices; and imagine a film based on the
game's technology. Imagine a game which brought the classical poetry
to life when you chose the correct dialogue tree; and in which you
played for higher stakes--your wife, queen, and love--faithful
Penelope. Imagine a game which let you fight for the spirit of the
Constitution and artist's rights. Imagine riding into town for that
third act, choosing to disguise yourself as a beggar--a man with no
name like Clint Eastwood in A Fistful of Dollars--as you observed the
imposter kings and managerial capitalists living off other's estates--
plundering savings and investments while dividing and destroying
families--and you came up with a plan to defeat them. Imagine
reuniting the family, rendering Justice, and walking away from the
gold at the end--as did Eastwood in Sergio Leone's masterpiece. That
would be one rockin' game--it would blow Grand Theft Auto out of the
water. Imagine a game which let you play as Dante as you trekked
through hell to be with Beatrice . . . and so we begin to see that all
action-adventure epics are ultimately love stories. From Braveheart,
to 300, to Gladiatior, to The Matrix, to A Fistful of Dollars, to the
American Revolution, to the trial and death of Socrates, to the
crucifixion of Jesus, the stakes of the showdown are always the same:
freedom, morality, the individual, romantic love, the classic family,
and Epic Soul facing down the king, tyrant, bureaucratic mob, decline,
PR hype, deceit, and the inevitable soul-killing decadence of the
corporate/state Matrix. Imagine films, games, and novels which raised
the stakes and saluted the battle for the Epic Soul--the very center
and circumference of civilization.

[0991]Well come ride with us--with Autumn and Ranger--with Adams and
Cicero--with Socrates and Jesus. Ride with us on out towards the
Renaissance; and I shall teach you how to surf the classics and open
source software on toward the infinite wealth found in following your
passions and dreams. And too, I shall teach you of the power of the
Gold 45 Revolver--the only gun that can prevail in that showdown
that's been a long time coming. It's time--it's time for us to head on
home and reclaim Penelope and our homes--our faith and family--our
love, our queens, and our wives--from the fiatocracy's false suitors.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg4Le6Qj



And yes! Educational opportunities will abound!!

Quote:
[0561]The present invention will also foster superior
educational games. Education, from Homer on down, has ever been about
morality and enlightenment. It is only in recent times, as the
fiatocracy rose to power, that moral education was exiled and
suppressed by those who wish to deconstruct the exalted Constitution,
Bill of Rights and soul and replace them with dumbed-down banality;
thusly enslaving all of entirety to the bottom line, where no longer
do women strive to serve their faith, their children, their family,
and the higher ideals; but only the gutted, dumbed-down bottom line
trumpeted by their MBA boss/pimp, like the ones in GTA.

[0562]Video game creators are under no obligation to forever reside in
Plato's cave. They are free to move beyond it and walk in the bright
sun of the Great Books and Classics, learn from the masters who set
eternity in words; and instill video games with that same classical
soul. Of course they will be laughed at, stoned, and persecuted by the
fiatocracy's fanboy media, but over time, they will prevail, and it is
exactly this kind of story and osul that games need. When they have
manned up and walked the walk--the Hero's Journey--in real life,
perhaps then they shall be able to walk the Hero's Journey in creating
games with deeper soul and story; and more exalted gameplay features.

[0563]Opportunities exist to create novel educational video games
embodying classical ideals. The service of classic ideals will endow
video games with far more realistic and meaningful worlds, greater
emotional and spiritual immersion, epic storytelling, and more
engaging gameplay; just as the service of classic ideals exalted The
Iliad, The Odyssey, The Declaration of Independence, the American
Founding, and the Constitution, as well as Shakespeare and the Bible.
Embracing classical precepts will allow us to create a more exalted
realm of games with classical soul. Expert opinion will violently
oppose these new video games, as most fanboy game creators consider
themselves superior directors to Sergio Leone and John Ford, superior
artists to da Vinic and Michelangelo and William Blake, and superior
writers to Shakespeare, Melville, Homer, and Jefferson. The fanboys
hath made their ignorance their arrogance, their mediocrity their
salvation, and their hatred for women and classical soul their video
games; and they are celebrated by the fiat-funded media, government,
and university system. Such are the fleeting joys and short-winded
elations of fiat empires, where the truth must come to and end and
where the worst rise to the top, along the road to Serfdom, which is
yet sold as a free market, even though the currency--that which buys
and controls the entire market--is controlled by a private cartel that
has enlisted hundreds of thousands of the most pernicious soldiers--in
the form of fanboys, fiat philosophers, and feminists--who will kill
the unborn as fast as they kill prostitutes in GTA; but will never
lift a single finger to fight for the exalted US Constitution. The
present invention would afford games that allowed one to fight for the
Constitution.

Read more: http://www.faqs.org/patents/app/20090017886#ixzz0Wg7YDISg
 
dre...
Posted: Sun Nov 15, 2009 9:00 am
Guest
On Nov 12, 12:36 pm, dre <drell... at (no spam) gmail.com> wrote:
[quote]Play Magazine Gets It: The Renaissance in Epic Story Will Be. . . as
long as you're willing to man up and fight for it....

Quote:

"NO COMPELLING VIDEO GAME NARRATIVE WAS EVER MADE BY A WRITER WHO HAD
HIS GUTS CLENCHED UP IN FEAR.  AS WITH A LOT OF THINGS IN LIFE,
HEROIC BRAVERY
(http://www.google.com/patents?id=aAuzAAAAEBAJ)
IS WHAT IS
NEEDED." --Kyle B. Stiff, --page 111: I WANT THE BLOOD OF HEROES, by
Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009

"But the stuffed suits refused to budge an inch regarding their policy
of not working with creative script writers who have the backbone to
take risks.  Instead, they stand ready to declare yet another "death
of storytelling" in video gaming." --page 111: I WANT THE BLOOD OF
HEROES, by Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009


The most recent (November 2009)  issue of Play Magazine has several
articles devoted to storytelling in games.

By far the best one is to be found on page 111: I WANT THE BLOOD OF
HEROES.

The article takes place in the future, after 2015 when the "Anti-Story
division effectively won the debate," and thus "grew lax," finally
allowing the Gold 45 Revolver / Ideas Have Consequences / Moral
Premises to be exalted.

Like my Gold 45 Revolver patent, the article, by Kyle B. Stiff,
references a game based on Homer's Odyssey, as well as a game exalting
Penelope's moral actions; and the meaningful, epic, profound hero's
journey.

PLAY MAGAZINE wrote:

Quote:
After video games were relegated to something to do while stuck
in traffic, the Anti-story movement became lax  A game called THE
ODYSSEY was made.  It was marketed as an educational tool, something
to help high school kids understand the ancient literature; a
necessary ruse to have a story-driven game green-lit.  It was about
Odysseus and his long journey home from the Trojan War.  The gods
opposed him and he had to fight a horde of misshapen beasts using
brute strength and nauseatingly violent finishing moves.  There were
tactical elements as well, as Odysseus had a crew of goons to back him
up.  And role-playing dialogue too, in which the player controlled
Penelope, Odysseus's wife, as she devised plots to delay a horde of
suitors from claiming her husband's estate.... Damn, we loved it!  The
final scene was vilified in mainstream news because, just as in the
original tale, Odysseus and his son round up Penelope's unhelpful
servants, take them behind some building, and slaughter them.  ... But
we didn't love the Odyssey because it was violent, we loved it because
it made us feel powerful, heroic, like we were on a meaningful journey
towards a goal rather than slogging from one day to the next. --page
111: I WANT THE BLOOD OF HEROES, by Kyle B. Stiff, PLAY MAGAZINE,
NOVEMBER, 2009


 
Quote:
All truth passes through three stages. First, it is ridiculed.
Second, it is violently opposed. Third, it is accepted as being self-
evident. Arthur Schopenhauer, German philosopher (1788 - 1860)


DR. E'S 2007-2008 Gold 45 Revolver Patent wrote:

Quote:
(EXALTING THE MEANINGFUL HERO'S JOURNEY!("But we didn't love
the Odyssey because it was violent, we loved it because it made us
feel powerful, heroic, like we were on a meaningful journey towards a
goal."--Kyle B. Stiff, 11/2009))[1790]The basic concepts and ideas in
this invention will have far-ranging implications for the realm of
video games, for the greater culture, novel video games, greater
commercial opportunities in the realm of games, greater and enhanced
opportunities in merging games with film and literature, greater
opportunities for games with deep and profound souls and storytelling,
and new opportunities for games with vast educational potential. The
ideas and embodiments described herein may be modified, extended, and
improvised upon in countless ways. The present invention can bring
both the external hero's journey, that Moses and Odysseus traveled, as
well as the internal hero's journey, that Jesus and Socrates walked.

Read more:http://www.faqs.org/patents/app/20090017886#ixzz0Wg8hzBRt

4. System and Method for Female Video Game Characters With Soul and
Virtue and Male Characters With Soul and Virtue:

[1622]Imagine video games that presented female characters with the
depth of soul and spirit owned by classical characters such as
Penelope, Beatrice, Mary Magdelane, the Virgin Mary, and The Mona
Lisa.

[1623]Having female characters behave and act morally, while others
don't, would provide a novel form of gameplay. For instance, in the
Odyssey, Agamemnon's wife cheats on him, and the man she takes in ends
up killing Agamemnon. This is contrasted to Penelope, who remains
faithful throughout, thusly ensuring that Odysseus's life and home are
preserved. So it is that in this novel form of video games, women will
be shown on both sides of the moral premise, and not only that, but
their moral choices will be fundamental to the eventual victory or
defeat.

[1624]Opportunities abound for deeper, more profound female
characters, as fanboys such as Cliffyb and Wyckyg are yet focusing on
breasts, as Wired reports: [1625]"Speaking to Wired.com at Microsoft's
recent media event, the designer (above left) says that Epic Games is
trying to make their upcoming Xbox 360 shooter more appealing to the
casual audience. The game's female characters, he said, won't have
"ginormous tits." And the lauded kill-alien-swarms-with-a-buddy
cooperative mode will let you adjust the game's difficulty on the fly
depending on who's playing. How do you make a game girlfriend-
friendly? You do jump-in, jump-out co-op. You have configurable
difficulty settings for the other player. You have very cool and bad-
ass main characters that have a very human side. And you make sure
that the female characters in your game don't have ginormous tits and
aren't bad stereotypes. What are the female characters in Gears 2
like? I've always made sure, working with the art department, that
Anya is strong-willed but also very mother-like to the squad. She has
a very modest chest and doesn't look like some sort of heavy metal
movie fantasy."--http://blog.wired.com/games/2008/05/cliffy-b-
gears.html

[1626]Well, that is vast and resounding progress. Boobs are mentioned
three times in the above passage, although nobody mentions the vast
importance of the moral woman's character in the realm of classical,
epic storytelling. No gaming expert has yet ever suggested that the
ultimate woman character in a video game ought behave morally, like
Penelope. In our dumbed-down, spectacle-driven society, morality is
seen as a bad thing--the exact antithesis to art. And so the best the
fanboys can do is make the in-game character's breast-size smaller.
There is no mention of making them faithful, nor having them speak
intelligently, nor making them weave and unweave a tapestry, as does
Penelope, to keep the suitors at bay, while waiting faithfully for
Odysseus. So it is that games have yet to achieve higher, classical,
epic art. And so it is that this patent, by instilling deep ideas and
ideals within the game's context and AI, will allow for superior
gameplay.

[1627]Female Characters with Soul and Virtue: Every year Play Magazine
publishes its Girls of Gaming collection which states athttp://playmagazine.com/thegirlsofgaming/index.html, Girls of Gaming
Vol. 5 "is jam packed with hotness from every corner of the gaming
universe and when you sign up to go digital you'll get our 20-page
Best-Of Girls of Gaming absolutely free, along with bonus mature
content too hot for print. The print edition is something special as
well, featuring embossed, spot varnished covers and top quality
materials." Year after year Play Magazine publishes this work, and
year after year the industry creates games; but they are missing soul
on both the masculine and feminine levels. A game that showed a
character being seduced, but resisting, as did Penelope in The
Odyssey, could enhance game play by inspiring and exalting the main
character to make it on home. Imagine cut-scenes that showed women
reading exalted poetry, or lines from Shakespeare' plays, representing
virtues. They could be contrasted to evil women and temptresses
throughout literature. [1628]1. Imagine cut scenes that showed women
acting with virtue to inspire the player to make it on home. For
instance, seeing Penelope behaving virtuously and resisting the
suitors could inspire the player to make it on back to the damsel in
distress. [1629]2. Imagine cut-scenes that showed men acting with
virtue to inspire the female in-game-character to also act virtuous.
For instance imagine a character of Penelope witnessing Odysseus's
resistance of the Sirens, or his other noble actions and refusals of
temptations.

[1630]If a player were playing as Penelope, and they did not act
morally and took on a suitor as Husband, the suitor would kill her
husband when she got home, as happened with Agamemnon. Thus moral
actions would have moral consequences; and immoral actions would have
immoral consequences.

[1631]A game such as GTA could be enhanced by allowing the player to
shoot the pimp and save the women/prostitutes, telling the women to
sin no more.

Read more:http://www.faqs.org/patents/app/20090017886#ixzz0Wg1XASLw

[1774]FIG. 5 illustrates how the present invention may be used to
bring the great books and classics alive in a dialogue and action
tree, wherein ideas have consequences. The present invention may
father future inventions which treat this fundamental, basic concept
in far more detail. The player (500) would reach a plot point in
Homer's Odyssey (501). The player would then have to make a choice of
what to say/do. By choosing Odysseus's words and/or his actions (504),
such as telling his men to tie him to the mast, the player is rewarded
with the exalted plot of the Odyssey as they are taken closer to
winning their home and Penelope, and they get to encounter the next
plot point ...

read more »

Thanks Anthony,

I sense a shift in the winds, and billions of dollars await those
courageous, heroic spirits who set sail seeking to serve the immortal
soul's precepts, moral premises, ideas which have consequences, epic
story, the exalted spirit, love, and romance in interactive art and
narrative:
http://forums.narrativedesigners.net/viewtopic.php?f=5&t=31

It is your choice--feel free to stay on shore as the epic renaissance
sets sail.

Are you ready to rebel and place art over money, as did Dante (and
thus create far, far greater wealth than ever imagined), or do you
prefer Jonathan Knight's approach--place Beatrice in Hell, exalt the
bottom line over the higher ideals, and take are, culture, and
business down to hell?

The heroic, moral narrative is vastly important to the great majority
of gamers, but it is shouted down by a few vocal fanmbas/fanboys who
then go on to place Beatrice in hell, desecrate Dante by recasting the
poet warrior as a mere UFC contender, replace his epic, exalted love
story with giant vaginas and nipples and harassing booth babes at
comic-con, and then shout out across the land, "Games with epic
stories fail! lolz! No more of this! From now on, epic poetry will
be against the law!" Even as EA loses billions and lays off thousands
upon thousands. Lolz!!

Over the years I have witnessed countless letters to major gaming
magazines yearning for deeper meanings, exalted stories, and heroic
narratives; and the fanmba editorial staff regularly gave them the
finger and told them to shut up and go back on home and shoot hookers
in GTA in their single-mom's basement, as that is as good as
interactive art gets. And guess what? After giving its epic readers
yearning for heroism, art, soul, and menaing in their games the middle
finger, EGM
went under, in the same way EA's Danteless Inferno is taking them on
down.

Why, one of the hilarious things is all the hatred and venom spewed at
my simple, novel, exalted patent application and the "Gold 45
Revolver," "Ideas Have Consequences," "Moral Premise" technologies.
But I forgive the fanboys, for they were raised to destest women,
love, marriage, tconstitutional ideals, the heoric soul, their true
fathers, and classical epics--but yet, but yet, deep down their souls
yet yearn for such entities, as ultimately, the fiatocracy has no
power over the immortal soul. Millions of innocent women and hookers
and cops and civilians are dying every day, but that is fine with a
fanboy/fanmba. When you come along with a patent that suggests one
ought talk to hookers, instead of shooting them, and that the hooker
may tell you about the "gold 45 revolver"--when you file such a
patent--the fanboys/fanmbas freak out. This is because the fanmba
brass at EA and other companies are under strict orders to not
introduce the heroic, moral soul into games, nor the classical, epic
ideals upon which America was founded; nor exalted poetry, soul, love,
spirit, and meaning. Their hatred of story, soul, and moral narrative
is so greatm taht they would rathe rlose billions and see thousands
laid off, than exalt the simple, timeless, epci truths. And the only
way to advance in the industry is to swear allegiance to the anti-
story-civilian-killing-cop-killing-hooker-killing fiatocracy, who
then, and only then will wire tens of millions your way to create
dumbed-down, debauched, storyless Dante's Infernos, so as to serve not
art, nor Dante, nor Dante's vision, nore Dante's religion, nor Dante's
Beatrice as Dante did; but the fiatocray's philosophy, which is now
killing both the culture and EA's market cap.

Yes--over the years I have witnessed countless letters to major
gaming magazines yearning for deeper meanings, exalted stories, and
heroic narratives; and the fanmba editorial staff regularly gave them
the finger and told them to shut up and go back on home and shoot
hookers in GTA in their single-mom's basement, as that is as good as
interactive art gets. . . and then EGM, after condescending to and
belligerently snharking the exalted customer, went under. Had they
embraced the exalted customer, tehy could have lead the renaissance.
But instead they chose death, debauchery, and decadence over immortal
life, as they were commanded to do.

But, I sense a change in the air:
http://forums.narrativedesigners.net/viewtopic.php?f=5&t=31

Play Magazine Gets It: The Renaissance in Epic Story Will Be. . . as
long as you're willing to man up and fight for it....

Quote:

"NO COMPELLING VIDEO GAME NARRATIVE WAS EVER MADE BY A WRITER WHO HAD
HIS GUTS CLENCHED UP IN FEAR. AS WITH A LOT OF THINGS IN LIFE,
HEROIC BRAVERY
(http://www.google.com/patents?id=aAuzAAAAEBAJ)
IS WHAT IS
NEEDED." --Kyle B. Stiff, --page 111: I WANT THE BLOOD OF HEROES, by
Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009

"But the stuffed suits refused to budge an inch regarding their policy
of not working with creative script writers who have the backbone to
take risks. Instead, they stand ready to declare yet another "death
of storytelling" in video gaming." --page 111: I WANT THE BLOOD OF
HEROES, by Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009


As a general principal, it is unwise to bet againt the immortal soul,
art, poetry, epic truth, and the heroic spirit as the fiatcoracy is
doing.

The more fanboys they send forth to rage against the Gold 45 Revolver,
the brighter it glows in my hands.

Best,

Dr. E :)

Quote:
Basically this article could be applied to the entire industry
which is shedding billions in market cap and thousands of jobs.

Over the past several years, I would pick up major gaming magazines
(EGM/Play/Edge) and turn straight to the letters section--the letters
from the readers/avid gamers.

Invariably, there would be writers stating that they were looking for
games with more exalted narrative, epic story, and meaning.

And the fanboy/fanmba editorial staff would often be both
condescending and dismissive, basically giving them the middle finger
in telling them to shut up and go back to their single-mom's basement
to play Fallout/GTA and shoot cops and hookers and women in metallic
bras, as really, GTA is all about the family, really, and living
morally, with profound ideas that have profound consequences; and
epic, exalted meanings for the greater culture.

And then, a few short months later, after giving the finger to the
reader/consumer/yearner for art and narrative, EGM went under.

CASE STUDY #1: The Epic Failure of Dante's Inferno: The Epic Price of
Ignoring Epic Story and Placing Dante's Beloved, Incorruptible
Beatrice in Hell, and Playing up the Giant Nipples/Vaginas/Baby-
Killing for The Vocal Fanboys
--http://
forums.narrativedesigners.net/viewtopic.php?f=5&t=27

OMG!! LOLZ!! "The Dante's Inferno figure looks pretty hot"
http://www.destructoid.com/the-dante-s-inferno-figure-looks-pretty-hot-update--155120.phtml

Just like the real Dante! Lolz! Hot hot hot!

http://italophiles.com/images/dante1.jpg

Quote:
Okay. I understand that the Dante's Inferno videogame has very
little to do with the classic literature. As a English lit nerd, I
don't like it, but I understand it. So rather than bitch about that,
I'll bitch about how Dante's Inferno looks like hell's biggest God of
War rip-off. Okay, there are certainly worse games to rip off, but I
swear Dante has the exact same attacks as Kratos, except when the
swishes stop, he's holding a scythe instead of Kratos' ridiculous yo-
yo blades...

....oh.

You're probably more upset about the giant lady who shoots demon
babies out of her nipples or the other evil lady with the vagina on
her stomach with its own hideous tongue tentacle, aren't you? Yeah,
those are bad too.
--http://www.toplessrobot.com/2009/10/
dantes_inferno_game_has_shaky_understanding_of_lus.php

lolz!! omg demon babies nipples and giant vaginas on stomachs! lolz!
hours of soulless, debauched reskinned GoW entertainment in our single
mom's basements! lozl! story sux! poetry sux! omg dante and his
giant walls of text sux! epic romance, love, and dante's religion and
beloved beatrice all sux! lolz! ea's market cap sux too! lolz!
 
dre...
Posted: Mon Nov 16, 2009 7:55 am
Guest
On Nov 15, 11:00 am, dre <drell... at (no spam) gmail.com> wrote:
[quote]On Nov 12, 12:36 pm, dre <drell... at (no spam) gmail.com> wrote:



Play Magazine Gets It: The Renaissance in Epic Story Will Be. . . as
long as you're willing to man up and fight for it....

Quote:

"NO COMPELLING VIDEO GAME NARRATIVE WAS EVER MADE BY A WRITER WHO HAD
HIS GUTS CLENCHED UP IN FEAR.  AS WITH A LOT OF THINGS IN LIFE,
HEROIC BRAVERY
(http://www.google.com/patents?id=aAuzAAAAEBAJ)
IS WHAT IS
NEEDED." --Kyle B. Stiff, --page 111: I WANT THE BLOOD OF HEROES, by
Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009

"But the stuffed suits refused to budge an inch regarding their policy
of not working with creative script writers who have the backbone to
take risks.  Instead, they stand ready to declare yet another "death
of storytelling" in video gaming." --page 111: I WANT THE BLOOD OF
HEROES, by Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009


The most recent (November 2009)  issue of Play Magazine has several
articles devoted to storytelling in games.

By far the best one is to be found on page 111: I WANT THE BLOOD OF
HEROES.

The article takes place in the future, after 2015 when the "Anti-Story
division effectively won the debate," and thus "grew lax," finally
allowing the Gold 45 Revolver / Ideas Have Consequences / Moral
Premises to be exalted.

Like my Gold 45 Revolver patent, the article, by Kyle B. Stiff,
references a game based on Homer's Odyssey, as well as a game exalting
Penelope's moral actions; and the meaningful, epic, profound hero's
journey.

PLAY MAGAZINE wrote:

Quote:
After video games were relegated to something to do while stuck
in traffic, the Anti-story movement became lax  A game called THE
ODYSSEY was made.  It was marketed as an educational tool, something
to help high school kids understand the ancient literature; a
necessary ruse to have a story-driven game green-lit.  It was about
Odysseus and his long journey home from the Trojan War.  The gods
opposed him and he had to fight a horde of misshapen beasts using
brute strength and nauseatingly violent finishing moves.  There were
tactical elements as well, as Odysseus had a crew of goons to back him
up.  And role-playing dialogue too, in which the player controlled
Penelope, Odysseus's wife, as she devised plots to delay a horde of
suitors from claiming her husband's estate.... Damn, we loved it!  The
final scene was vilified in mainstream news because, just as in the
original tale, Odysseus and his son round up Penelope's unhelpful
servants, take them behind some building, and slaughter them.  ... But
we didn't love the Odyssey because it was violent, we loved it because
it made us feel powerful, heroic, like we were on a meaningful journey
towards a goal rather than slogging from one day to the next. --page
111: I WANT THE BLOOD OF HEROES, by Kyle B. Stiff, PLAY MAGAZINE,
NOVEMBER, 2009


 
Quote:
All truth passes through three stages. First, it is ridiculed..
Second, it is violently opposed. Third, it is accepted as being self-
evident. Arthur Schopenhauer, German philosopher (1788 - 1860)


DR. E'S 2007-2008 Gold 45 Revolver Patent wrote:

Quote:
(EXALTING THE MEANINGFUL HERO'S JOURNEY!("But we didn't love
the Odyssey because it was violent, we loved it because it made us
feel powerful, heroic, like we were on a meaningful journey towards a
goal."--Kyle B. Stiff, 11/2009))[1790]The basic concepts and ideas in
this invention will have far-ranging implications for the realm of
video games, for the greater culture, novel video games, greater
commercial opportunities in the realm of games, greater and enhanced
opportunities in merging games with film and literature, greater
opportunities for games with deep and profound souls and storytelling,
and new opportunities for games with vast educational potential. The
ideas and embodiments described herein may be modified, extended, and
improvised upon in countless ways. The present invention can bring
both the external hero's journey, that Moses and Odysseus traveled, as
well as the internal hero's journey, that Jesus and Socrates walked.

Read more:http://www.faqs.org/patents/app/20090017886#ixzz0Wg8hzBRt

4. System and Method for Female Video Game Characters With Soul and
Virtue and Male Characters With Soul and Virtue:

[1622]Imagine video games that presented female characters with the
depth of soul and spirit owned by classical characters such as
Penelope, Beatrice, Mary Magdelane, the Virgin Mary, and The Mona
Lisa.

[1623]Having female characters behave and act morally, while others
don't, would provide a novel form of gameplay. For instance, in the
Odyssey, Agamemnon's wife cheats on him, and the man she takes in ends
up killing Agamemnon. This is contrasted to Penelope, who remains
faithful throughout, thusly ensuring that Odysseus's life and home are
preserved. So it is that in this novel form of video games, women will
be shown on both sides of the moral premise, and not only that, but
their moral choices will be fundamental to the eventual victory or
defeat.

[1624]Opportunities abound for deeper, more profound female
characters, as fanboys such as Cliffyb and Wyckyg are yet focusing on
breasts, as Wired reports: [1625]"Speaking to Wired.com at Microsoft's
recent media event, the designer (above left) says that Epic Games is
trying to make their upcoming Xbox 360 shooter more appealing to the
casual audience. The game's female characters, he said, won't have
"ginormous tits." And the lauded kill-alien-swarms-with-a-buddy
cooperative mode will let you adjust the game's difficulty on the fly
depending on who's playing. How do you make a game girlfriend-
friendly? You do jump-in, jump-out co-op. You have configurable
difficulty settings for the other player. You have very cool and bad-
ass main characters that have a very human side. And you make sure
that the female characters in your game don't have ginormous tits and
aren't bad stereotypes. What are the female characters in Gears 2
like? I've always made sure, working with the art department, that
Anya is strong-willed but also very mother-like to the squad. She has
a very modest chest and doesn't look like some sort of heavy metal
movie fantasy."--http://blog.wired.com/games/2008/05/cliffy-b-
gears.html

[1626]Well, that is vast and resounding progress. Boobs are mentioned
three times in the above passage, although nobody mentions the vast
importance of the moral woman's character in the realm of classical,
epic storytelling. No gaming expert has yet ever suggested that the
ultimate woman character in a video game ought behave morally, like
Penelope. In our dumbed-down, spectacle-driven society, morality is
seen as a bad thing--the exact antithesis to art. And so the best the
fanboys can do is make the in-game character's breast-size smaller.
There is no mention of making them faithful, nor having them speak
intelligently, nor making them weave and unweave a tapestry, as does
Penelope, to keep the suitors at bay, while waiting faithfully for
Odysseus. So it is that games have yet to achieve higher, classical,
epic art. And so it is that this patent, by instilling deep ideas and
ideals within the game's context and AI, will allow for superior
gameplay.

[1627]Female Characters with Soul and Virtue: Every year Play Magazine
publishes its Girls of Gaming collection which states athttp://playmagazine.com/thegirlsofgaming/index.html, Girls of Gaming
Vol. 5 "is jam packed with hotness from every corner of the gaming
universe and when you sign up to go digital you'll get our 20-page
Best-Of Girls of Gaming absolutely free, along with bonus mature
content too hot for print. The print edition is something special as
well, featuring embossed, spot varnished covers and top quality
materials." Year after year Play Magazine publishes this work, and
year after year the industry creates games; but they are missing soul
on both the masculine and feminine levels. A game that showed a
character being seduced, but resisting, as did Penelope in The
Odyssey, could enhance game play by inspiring and exalting the main
character to make it on home. Imagine cut-scenes that showed women
reading exalted poetry, or lines from Shakespeare' plays, representing
virtues. They could be contrasted to evil women and temptresses
throughout literature. [1628]1. Imagine cut scenes that showed women
acting with virtue to inspire the player to make it on home. For
instance, seeing Penelope behaving virtuously and resisting the
suitors could inspire the player to make it on back to the damsel in
distress. [1629]2. Imagine cut-scenes that showed men acting with
virtue to inspire the female in-game-character to also act virtuous.
For instance imagine a character of Penelope witnessing Odysseus's
resistance of the Sirens, or his other noble actions and refusals of
temptations.

[1630]If a player were playing as Penelope, and they did not act
morally and took on a suitor as Husband, the suitor would kill her
husband when she got home, as happened with Agamemnon. Thus moral
actions would have moral consequences; and immoral actions would have
immoral consequences.

[1631]A game such as GTA could be enhanced by allowing the player to
shoot the pimp and save the women/prostitutes, telling the women to
sin no more.

Read more:http://www.faqs.org/patents/app/20090017886#ixzz0Wg1XASLw

[1774]FIG. 5 illustrates how the present invention may be used to
bring the great books and classics alive in a dialogue and action
tree, wherein ideas have consequences. The present invention may
father future inventions which treat this fundamental, basic concept
in far more detail. The

...

read more »- Hide quoted text -

- Show quoted text -

As an heroic storyteller, you possess a singular vision as did all the
greatest poets, artists, and scientists down through the ages. You
have a singular, artistic message--for note that it is Shakespeare's
Hamlet, Dante's Inferno, and Homer's Odyssey. It is da Vinci's Mona
Lisa. If anyone wishes to witness what happens when fanmbas attempt
art, just check out EA's Inferno where Dante's singualr soul and
exalted, heroic vision is replaced with giant nipples and vaginas,
baby-killing, and harassing booth babes at comic con. His immortal
love Beatrice who he saw in heaven is thrown into hell by the fanmbas
as they giggle while laying off thousands and killing EA's market cap.

But there is hope!

Check out this article:

http://www.gamasutra.com/php-bin/news_index.php?story=26077

Quote:
Those who work in certain popular forms like music, film, and
literature often reflect on how a particular work was born out of a
specific event. "I had to write this book when my girlfriend dumped
me," a novelist might say.

"That doesn't show up often in game development bios," Hecker pointed
out. Developers rarely discuss what they were trying to convey or
express with a particular game, outside the confines of the game's own
entertainment value.

"Should we care about 'why'? I think the answer is yes. We should
care," said Hecker. But why care about 'why'? Hecker sees three main
routes popular culture can travel, and games are in grave danger of
ending up on the wrong one, the consequences of which could put the
medium permanently in the cultural doghouse, rather than in the
vaunted halls of cultural relevance.

"If we continue on our current path, we'll end up in the pop cultural
ghetto where comics are," he said. "An alternative path is where film,
books, and music ended up. There's even a low road, toys -- or, as you
hear, 'just toys' -- where you cease to have any meaning beyond what
you're playing with."


Yes! Ideas have consequences! And if everyone acts like the fanboys/
fanmbas at EA/EGM and give the exalted custmoer the finger, while
dumbing-down and desecrating Dante's spirit, games will lose cultural
credibility and end up in the doghouse (where the fanmbas want them of
course), as Jonathan Knight and his fanboy team giggle at the giant
boobies and vaginas while thousands are laid off, as they deconstruct
and debauch Dante's "giant walls of text," and place his beloved
Beatrice in hell, alongside EA's market cap

The hilarious thing about the responses to the article calling for
exaltation and enlightenment in games is that they contain the
standard, dominant-but-fading fanboy/fanmba mob shouting down art,
story, narrative, soul, depth, and meaning. The cool thing, though,
is that more and more people are beginning to call out this
destructive fanboy/fanmba mob-mentality which hates innovation and
wants to keep games story-free, soul-free, and art-free so that they
can continue to kill hookers and innocent civilians, women, cops, and
children in their single-mom's basement (which the gold 45 revolver
(TM) games will still let theme do--while also providing opportunities
for more exalted fare, such as finding the gold 45 revolver(TM) and
acting morally so that it fires zeus's lightning, allowing one to more
effectively battle evil). Many fanboys swore allegiance at an early
age to the fiatocracy's fanmba's storyless, soulless, hooker-killing
regime, as they believed that that "made them cool," and would
guarantee their success in the now-ailing industry. As loyal
sycophants, the fanboys dutifully attack anyone suggesting that games
with story, soul, romance, and epic poetry--that exalted games with
heroic missions and opportunities for profound heroism centered about
classical, immortal, epic ideals--might be fun. A gamasutra reader
notices this behavior and writes:

Quote:
Stevan Zivadinovic
13 Nov 2009 at 7:20 pm PST
What is wrong with you people? Why do you always react to these
kinds of ruminations with all this vitriol? If you don't want to
participate, go somewhere else, for the love of fuck. It is as if you
are personally invested in games being as vapid as possible at all
costs, as if letting others think about doing something more with
games is some sort of an affront to all you hold dear.

D: --http://www.gamasutra.com/php-bin/news_index.php?story=26077


It's so true! It's amazing how many zealots wish to ban story and
keep games story-free, soul-free, meaning-free, robbing games of their
divine right to be art! The very same fanboy attitude put EGM out of
businsess, as they gave the middle finger to those reflecting on and
wishing for more exalted games with soul, spirit, and meaning. And
the very same arrogant, vitriolic, fanboy attitude is taking EA on
down to financial hell, as they use Dante's Inferno as a platform to
express the fanbmbas general scorn of women, rather than Dante's
profound, exalted love o0f women, as EA harasses booth babes at comic
con while casting Beatrice in hell and filling their GoW mod with
giant vaginas, giant nipples, and babby-killing; instead of Dante's
love, which alone can conquer all.

Remo reports on Hecker's talk:
http://www.gamasutra.com/php-bin/news_index.php?story=26077
Quote:
What Next?

Like literature, music, film, and other forms, games offer their own
intrinsic element to add to culture. For games, it's interactivity.
That uniqueness is necessary for a form to carve out its own cultural
space, and it's what will allow games to occupy such a space if the
gaming community doesn't wall it off.

But that means designers must strive to convey some kind of "why," and
when they do, it will ideally be conveyed through interactivity, not
just cutscenes. Linear "theme park ride" games, as Hecker calls them
-- recently, Batman: Arkham Asylum, Call of Duty: Modern Warfare 2, et
al. -- can be great fun, and we have become quite skilled at making
them, but they also represent something of a creative red herring:
"The part that speaks to the human condition is in the cutscenes, not
in the interactivity."


And that is exactly the crux of the "gold 45 revolver /
ideas have consequences / moral premise" technologies; as by
incorporating the moral premise and ideas which have consequences into
the AI, all of a sudden meaningful story will naturally emerge on
multiple levels via the interactivity, including Zeus
throwing thunderbolts of justice down upon those who harm the
innocent.

http://www.google.com/patents?id=aAuzAAAAEBAJ
http://www.gamasutra.com/blogs/author/DrElliotMcGucken/1169/
 
dre...
Posted: Mon Nov 16, 2009 8:21 am
Guest
On Nov 12, 12:36 pm, dre <drell... at (no spam) gmail.com> wrote:
[quote]Play Magazine Gets It: The Renaissance in Epic Story Will Be. . . as
long as you're willing to man up and fight for it....

Quote:

"NO COMPELLING VIDEO GAME NARRATIVE WAS EVER MADE BY A WRITER WHO HAD
HIS GUTS CLENCHED UP IN FEAR.  AS WITH A LOT OF THINGS IN LIFE,
HEROIC BRAVERY
(http://www.google.com/patents?id=aAuzAAAAEBAJ)
IS WHAT IS
NEEDED." --Kyle B. Stiff, --page 111: I WANT THE BLOOD OF HEROES, by
Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009

"But the stuffed suits refused to budge an inch regarding their policy
of not working with creative script writers who have the backbone to
take risks.  Instead, they stand ready to declare yet another "death
of storytelling" in video gaming." --page 111: I WANT THE BLOOD OF
HEROES, by Kyle B. Stiff, PLAY MAGAZINE, NOVEMBER, 2009


The most recent (November 2009)  issue of Play Magazine has several
articles devoted to storytelling in games.

By far the best one is to be found on page 111: I WANT THE BLOOD OF
HEROES.

The article takes place in the future, after 2015 when the "Anti-Story
division effectively won the debate," and thus "grew lax," finally
allowing the Gold 45 Revolver / Ideas Have Consequences / Moral
Premises to be exalted.

Like my Gold 45 Revolver patent, the article, by Kyle B. Stiff,
references a game based on Homer's Odyssey, as well as a game exalting
Penelope's moral actions; and the meaningful, epic, profound hero's
journey.

PLAY MAGAZINE wrote:

Quote:
After video games were relegated to something to do while stuck
in traffic, the Anti-story movement became lax  A game called THE
ODYSSEY was made.  It was marketed as an educational tool, something
to help high school kids understand the ancient literature; a
necessary ruse to have a story-driven game green-lit.  It was about
Odysseus and his long journey home from the Trojan War.  The gods
opposed him and he had to fight a horde of misshapen beasts using
brute strength and nauseatingly violent finishing moves.  There were
tactical elements as well, as Odysseus had a crew of goons to back him
up.  And role-playing dialogue too, in which the player controlled
Penelope, Odysseus's wife, as she devised plots to delay a horde of
suitors from claiming her husband's estate.... Damn, we loved it!  The
final scene was vilified in mainstream news because, just as in the
original tale, Odysseus and his son round up Penelope's unhelpful
servants, take them behind some building, and slaughter them.  ... But
we didn't love the Odyssey because it was violent, we loved it because
it made us feel powerful, heroic, like we were on a meaningful journey
towards a goal rather than slogging from one day to the next. --page
111: I WANT THE BLOOD OF HEROES, by Kyle B. Stiff, PLAY MAGAZINE,
NOVEMBER, 2009


 
Quote:
All truth passes through three stages. First, it is ridiculed.
Second, it is violently opposed. Third, it is accepted as being self-
evident. Arthur Schopenhauer, German philosopher (1788 - 1860)


DR. E'S 2007-2008 Gold 45 Revolver Patent wrote:

Quote:
(EXALTING THE MEANINGFUL HERO'S JOURNEY!("But we didn't love
the Odyssey because it was violent, we loved it because it made us
feel powerful, heroic, like we were on a meaningful journey towards a
goal."--Kyle B. Stiff, 11/2009))[1790]The basic concepts and ideas in
this invention will have far-ranging implications for the realm of
video games, for the greater culture, novel video games, greater
commercial opportunities in the realm of games, greater and enhanced
opportunities in merging games with film and literature, greater
opportunities for games with deep and profound souls and storytelling,
and new opportunities for games with vast educational potential. The
ideas and embodiments described herein may be modified, extended, and
improvised upon in countless ways. The present invention can bring
both the external hero's journey, that Moses and Odysseus traveled, as
well as the internal hero's journey, that Jesus and Socrates walked.

Read more:http://www.faqs.org/patents/app/20090017886#ixzz0Wg8hzBRt

4. System and Method for Female Video Game Characters With Soul and
Virtue and Male Characters With Soul and Virtue:

[1622]Imagine video games that presented female characters with the
depth of soul and spirit owned by classical characters such as
Penelope, Beatrice, Mary Magdelane, the Virgin Mary, and The Mona
Lisa.

[1623]Having female characters behave and act morally, while others
don't, would provide a novel form of gameplay. For instance, in the
Odyssey, Agamemnon's wife cheats on him, and the man she takes in ends
up killing Agamemnon. This is contrasted to Penelope, who remains
faithful throughout, thusly ensuring that Odysseus's life and home are
preserved. So it is that in this novel form of video games, women will
be shown on both sides of the moral premise, and not only that, but
their moral choices will be fundamental to the eventual victory or
defeat.

[1624]Opportunities abound for deeper, more profound female
characters, as fanboys such as Cliffyb and Wyckyg are yet focusing on
breasts, as Wired reports: [1625]"Speaking to Wired.com at Microsoft's
recent media event, the designer (above left) says that Epic Games is
trying to make their upcoming Xbox 360 shooter more appealing to the
casual audience. The game's female characters, he said, won't have
"ginormous tits." And the lauded kill-alien-swarms-with-a-buddy
cooperative mode will let you adjust the game's difficulty on the fly
depending on who's playing. How do you make a game girlfriend-
friendly? You do jump-in, jump-out co-op. You have configurable
difficulty settings for the other player. You have very cool and bad-
ass main characters that have a very human side. And you make sure
that the female characters in your game don't have ginormous tits and
aren't bad stereotypes. What are the female characters in Gears 2
like? I've always made sure, working with the art department, that
Anya is strong-willed but also very mother-like to the squad. She has
a very modest chest and doesn't look like some sort of heavy metal
movie fantasy."--http://blog.wired.com/games/2008/05/cliffy-b-
gears.html

[1626]Well, that is vast and resounding progress. Boobs are mentioned
three times in the above passage, although nobody mentions the vast
importance of the moral woman's character in the realm of classical,
epic storytelling. No gaming expert has yet ever suggested that the
ultimate woman character in a video game ought behave morally, like
Penelope. In our dumbed-down, spectacle-driven society, morality is
seen as a bad thing--the exact antithesis to art. And so the best the
fanboys can do is make the in-game character's breast-size smaller.
There is no mention of making them faithful, nor having them speak
intelligently, nor making them weave and unweave a tapestry, as does
Penelope, to keep the suitors at bay, while waiting faithfully for
Odysseus. So it is that games have yet to achieve higher, classical,
epic art. And so it is that this patent, by instilling deep ideas and
ideals within the game's context and AI, will allow for superior
gameplay.

[1627]Female Characters with Soul and Virtue: Every year Play Magazine
publishes its Girls of Gaming collection which states athttp://playmagazine.com/thegirlsofgaming/index.html, Girls of Gaming
Vol. 5 "is jam packed with hotness from every corner of the gaming
universe and when you sign up to go digital you'll get our 20-page
Best-Of Girls of Gaming absolutely free, along with bonus mature
content too hot for print. The print edition is something special as
well, featuring embossed, spot varnished covers and top quality
materials." Year after year Play Magazine publishes this work, and
year after year the industry creates games; but they are missing soul
on both the masculine and feminine levels. A game that showed a
character being seduced, but resisting, as did Penelope in The
Odyssey, could enhance game play by inspiring and exalting the main
character to make it on home. Imagine cut-scenes that showed women
reading exalted poetry, or lines from Shakespeare' plays, representing
virtues. They could be contrasted to evil women and temptresses
throughout literature. [1628]1. Imagine cut scenes that showed women
acting with virtue to inspire the player to make it on home. For
instance, seeing Penelope behaving virtuously and resisting the
suitors could inspire the player to make it on back to the damsel in
distress. [1629]2. Imagine cut-scenes that showed men acting with
virtue to inspire the female in-game-character to also act virtuous.
For instance imagine a character of Penelope witnessing Odysseus's
resistance of the Sirens, or his other noble actions and refusals of
temptations.

[1630]If a player were playing as Penelope, and they did not act
morally and took on a suitor as Husband, the suitor would kill her
husband when she got home, as happened with Agamemnon. Thus moral
actions would have moral consequences; and immoral actions would have
immoral consequences.

[1631]A game such as GTA could be enhanced by allowing the player to
shoot the pimp and save the women/prostitutes, telling the women to
sin no more.

Read more:http://www.faqs.org/patents/app/20090017886#ixzz0Wg1XASLw

[1774]FIG. 5 illustrates how the present invention may be used to
bring the great books and classics alive in a dialogue and action
tree, wherein ideas have consequences. The present invention may
father future inventions which treat this fundamental, basic concept
in far more detail. The player (500) would reach a plot point in
Homer's Odyssey (501). The player would then have to make a choice of
what to say/do. By choosing Odysseus's words and/or his actions (504),
such as telling his men to tie him to the mast, the player is rewarded
with the exalted plot of the Odyssey as they are taken closer to
winning their home and Penelope, and they get to encounter the next
plot point ...

read more »

[quote]"So often it is that the crass, storyless fanmba will tell you
that there is no market for story, art, soul, and meaning; as he
recreates the world in his own image. He will then train, fund, and
send forth legions of fanboys to protest story, art, and meaning at
every turn, so as to rule supreme in his dying fiat regime. For
story--heroic story reminds of our own singualr souls, and that is why
the fiat fanboys must debauch, desecrate, and deny it; as there is no
room for the individual in their corporations nor state--patents by
individuals must be made illegal, and indie story, indie soul, and
indie vision must be deemed as crimes against the fanboy state."[/
quote]

As an heroic storyteller, you possess a singular vision as did all the
greatest poets, artists, and scientists down through the ages. You
have a singular, artistic message--for note that it is Shakespeare's
Hamlet, Dante's Inferno, and Homer's Odyssey. It is da Vinci's Mona
Lisa. If anyone wishes to witness what happens when fanmbas attempt
art, just check out EA's Inferno where Dante's singualr soul and
exalted, heroic vision is replaced with giant nipples and vaginas,
baby-killing, and harassing booth babes at comic con. His immortal
love Beatrice who he saw in heaven is thrown into hell by the fanmbas
as they giggle while laying off thousands and killing EA's market cap.

But there is hope!

Check out this article:

http://www.gamasutra.com/php-bin/news_index.php?story=26077

Quote:
Those who work in certain popular forms like music, film, and
literature often reflect on how a particular work was born out of a
specific event. "I had to write this book when my girlfriend dumped
me," a novelist might say.

"That doesn't show up often in game development bios," Hecker pointed
out. Developers rarely discuss what they were trying to convey or
express with a particular game, outside the confines of the game's own
entertainment value.

"Should we care about 'why'? I think the answer is yes. We should
care," said Hecker. But why care about 'why'? Hecker sees three main
routes popular culture can travel, and games are in grave danger of
ending up on the wrong one, the consequences of which could put the
medium permanently in the cultural doghouse, rather than in the
vaunted halls of cultural relevance.

"If we continue on our current path, we'll end up in the pop cultural
ghetto where comics are," he said. "An alternative path is where film,
books, and music ended up. There's even a low road, toys -- or, as you
hear, 'just toys' -- where you cease to have any meaning beyond what
you're playing with."


Yes! Ideas have consequences! And if everyone acts like the fanboys/
fanmbas at EA/EGM and give the masses of exalted customers the finger,
while dumbing-down and desecrating Dante's spirit, games will lose
cultural credibility and end up in the doghouse (where the fanmbas
want them of course), as Jonathan Knight and his fanboy team giggle at
the giant boobies and vaginas/baby-killing tech. while thousands are
laid off, as they deconstruct and debauch Dante's "giant walls of
text," and place his beloved Beatrice in hell, alongside EA's market
cap

The hilarious thing about the responses to the article calling for
exaltation and enlightenment in games is that they contain the
standard, dominant-but-fading fanboy/fanmba mob shouting down art,
story, narrative, soul, depth, and meaning. The cool thing, though,
is that more and more people are beginning to call out this
destructive fanboy/fanmba mob-mentality which hates innovation and
wants to keep games story-free, soul-free, and art-free so that they
can continue to kill hookers and innocent civilians, women, cops, and
children in their single-mom's basement (which the gold 45 revolver
(TM) games will still let theme do--while also providing opportunities
for more exalted fare, such as finding the gold 45 revolver(TM) and
acting morally so that it fires zeus's lightning, allowing one to more
effectively battle evil). Many fanboys swore allegiance at an early
age to the fiatocracy's fanmba's storyless, soulless, hooker-killing
regime, as they believed that that "made them cool," and would
guarantee their success in the now-ailing industry. As loyal
sycophants, the fanboys dutifully attack anyone suggesting that games
with story, soul, romance, and epic poetry--that exalted games with
heroic missions and opportunities for profound heroism centered about
classical, immortal, epic ideals--might be fun. A gamasutra reader
notices this behavior and writes:

Quote:
Stevan Zivadinovic
13 Nov 2009 at 7:20 pm PST
What is wrong with you people? Why do you always react to these
kinds of ruminations with all this vitriol? If you don't want to
participate, go somewhere else, for the love of fuck. It is as if you
are personally invested in games being as vapid as possible at all
costs, as if letting others think about doing something more with
games is some sort of an affront to all you hold dear.

D: --http://www.gamasutra.com/php-bin/news_index.php?story=26077


It's so true! It's amazing how many zealots wish to ban story and
keep games story-free, soul-free, meaning-free, robbing games of their
divine right to be art! The very same fanboy attitude put EGM out of
businsess, as they gave the middle finger to those reflecting on and
wishing for more exalted games with soul, spirit, and meaning. And
the very same arrogant, vitriolic, fanboy attitude is taking EA on
down to financial hell, as they use Dante's Inferno as a platform to
express the fanbmbas general scorn of women, rather than Dante's
profound, exalted love o0f women, as EA harasses booth babes at comic
con while casting Beatrice in hell and filling their GoW mod with
giant vaginas, giant nipples, and babby-killing; instead of Dante's
love, which alone can conquer all.

Remo reports on Hecker's talk:
http://www.gamasutra.com/php-bin/news_index.php?story=26077
Quote:
What Next?

Like literature, music, film, and other forms, games offer their own
intrinsic element to add to culture. For games, it's interactivity.
That uniqueness is necessary for a form to carve out its own cultural
space, and it's what will allow games to occupy such a space if the
gaming community doesn't wall it off.

But that means designers must strive to convey some kind of "why," and
when they do, it will ideally be conveyed through interactivity, not
just cutscenes. Linear "theme park ride" games, as Hecker calls them
-- recently, Batman: Arkham Asylum, Call of Duty: Modern Warfare 2, et
al. -- can be great fun, and we have become quite skilled at making
them, but they also represent something of a creative red herring:
"The part that speaks to the human condition is in the cutscenes, not
in the interactivity."


And that is exactly the crux of the "gold 45 revolver /
ideas have consequences / moral premise" technologies; as by
incorporating the moral premise and ideas which have consequences into
the AI, all of a sudden meaningful story will naturally emerge on
multiple levels via the interactivity, including Zeus
throwing thunderbolts of justice down upon those who harm the
innocent.

http://www.google.com/patents?id=aAuzAAAAEBAJ
http://www.gamasutra.com/blogs/author/DrElliotMcGucken/1169/
 
dre...
Posted: Sun Nov 22, 2009 7:14 am
Guest
On Nov 10, 12:23 pm, dre <drell... at (no spam) gmail.com> wrote:
Quote:
    As I begin preproduction on a pretty narrative-based game, I find
myself referring to Steve Gaynor's quote:

    [url]Video games are not a traditional storytelling medium per se..
The player is an agent of chaos, making the medium ill-equipped to
convey a pre-authored narrative with anywhere near the effectiveness
of books or film.[/url]

Yes--such philosophies have held games back.

In real life, we are all agents of chaos.

And yet, epic, exalted stories emerge time and again in real life,
because of life's moral premises and epic mythological reality, which
are strangely absent from games. Truth is stranger than fiction!

Think about the true story of King Leonidas and his 300 Spartans
battling for epic idealism and freedom.

Think about Sir William Wallace battling for freedom and epic
idealism.

Think about the Founding Fathers writing for and then battling for
epic freedom--rendering classical ideals real in both word and deed.

In all the above cases; epic, classical story emerged alongside
romance and profound meaning. Narratives far greater and more engaging
than those found in GTA/bioshock/Fallout naturally emerged, and became
legends as they were told over and over.

The stories today's fanboys tell are, "I killed a hooker lolz! and
then pwn3d giant vaginas and nipples in dante's inferno ! lolz!! epic
narrative sux and boox r giant walls of t3xt!" And then the fanbmas
tell tragic stories of massive layoffs and the closure of EGM which
gave that vast contingent seeking epic story the middle finger.

300/William Wallace/the Founding Fathers were united by the same
classical, epic, exalted ideals of freedom; which are nowhere to be
found in the fanboys/fanmbas favorite games--Fallout & GTA3.

By introducing classical ideals (thegold45 revolver(TM)/ideas have
consequences/moral premise technologies) into the center and
circumference of the game's AI, novel forms of gaming will exalt the
industry with billions of dollars in revenue.

As games get more and more graphically realistic, why not make them
more life-like on a spiritual, narrative, moral, and romantic level?

Basically this article could be applied to the entire industry which
is shedding billions in market cap and thousands of jobs.

Over the past several years, I would pick up major gaming magazines
(EGM/Play/Edge) and turn straight to the letters section--the letters
from the readers/avid gamers.

Invariably, there would be writers stating that they were looking for
games with more exalted narrative, epic story, and meaning.

And the fanboy/fanmba editorial staff would often be both
condescending and dismissive, basically giving them the middle finger
in telling them to shut up and go back to their single-mom's basement
to play Fallout/GTA and shoot cops and hookers and women in metallic
bras, as really, GTA is all about the family, really, and living
morally, with profound ideas that have profound consequences; and
epic, exalted meanings for the greater culture.

And then, a few short months later, after giving the finger to the
reader/consumer/yearner for art and narrative, EGM went under.

CASE STUDY #1: The Epic Failure of Dante's Inferno: The Epic Price of
Ignoring Epic Story and Placing Dante's Beloved, Incorruptible
Beatrice in Hell, and Playing up the Giant Nipples/Vaginas/Baby-
Killing for The Vocal Fanboys

In one fell-swoop, EA blew several opportunities to exalt both
classical culture and their bottom line. Mired in the "debauch the
culture/currency and deconstruct the Greats" that so dominates our
culture, EA approached Dante's Divine Comedy from a hateful, arrogant,
fanboyish angle; instead of from a loving, manly, humble one.

So EA goes and slaps the name Dante's Inferno on a God of War Mod,
basically giving the middle finger to Dante's art, life, love, poetry,
religion, soul, and spirit, casting his beloved, incorruptible
Beatrcie in hell, and recasting Dante the poet and scholar as a buff,
world-wrestling-federation champion. And this is the result--a quickly
forgettable #eafailsuck, generic, been-there-done-that-but-better-the-
first-time-around game:

http://www.gamersdailynews.com/article-... ferno.html

    What can be said for Dante’s Inferno? Well, it is definitely a
complete rip-off of God of War, so it has that going for it. Oh, and
it probably would have been better just to have made the game about a
random crusader diving through the many layers of Hell and claiming
inspiration to the literary classic. Now it just enrages anyone with
an appreciation for those long forgotten “book” things your ancestors
used to read. You know, back when paper was used by everyone and not
just bureaucrats behind the times.

    Truth be told the game wasn’t really all that thrilling. In fact,
it was a little bit irritating and just a tad sickening. A number of
buttons can be used for different attacks, yet somehow I always found
myself pulling off the same combo that ended with me stabbing into the
ground with a bone scythe. It felt like the only way to win was to
simply button mash without any real plan in mind. . . .

    . . .The combat to Dante’s Inferno isn’t terrible, but it isn’t
great either. It’s just another action game trying to be God of War.
The story may be good if you could care less about the literary
origins. The artwork goes from being generic to outright disturbing
and disgusting. EA can use as much controversial marketing tactics as
they wish, but there is a very small audience for this game. It will
have its fans, most certainly, but weeks after this game has been
released it will become forgotten.

    Thank God.

--http://www.gamersdailynews.com/article-2169-HandsOn-with-Dantes-
Inferno.html

All those hours, upon hours wasted in debauching art and losing EA's
investor's cash. All those hours, upon hours spent ignoring the story
and focusing on mere, fleeting marketing gimmicks, placing Aristotle's
spectacle first and his story dead last, thusly inverting the order of
Aristotle's Poetics, and harassing booth babes:

http://www.gamasutra.com/blogs/DrElliot... w_Gold.php

I reached out to Jonathan Knight regarding how theGold45 Revolver /
Ideas Have Consequences / Moral Premise technologies could exalt not
only Dante's Inferno, but his entire company, but he was pre-dedicated
to debauching Dante's Divine Work, ignoring the fundamental precepts
of the divine, epic narrative, and losing market cap.

And that's where the epic advantage lies. In all their epic EA
arrogance they are forgetting that which matters most in art--the soul
and spirit, and thus story.

CASE STUDY # 2: EGM MAGAZINE'S FAIL

What an opportunity EGM had! When they received letters from readers
demanding profundity, poetry, and epic meaning in their games, they
could have run with it! They could have become the flagship
publication of the renaissance, while rallying game companies and
developers who exalted epic narrative in their games, carving out a
vast new market for games! If only!

But instead, because EGM magazine gave the exalted consumer the middle
finger, they are now defunct. EA's fanboyish/fanmbaish Dante's Inferno
is taking EA down the same EGM road to financial hell, giant vaginas,
nipples, and babby killing all. But that's what you get for placing
Beatrice in Hell.

I predicted this in my patent application, citing EGM's flippant,
arrogant, fanboyish response to an honest gamer seeking exaltation,
story, enlightenment in their games. What did they do? EGM told him to
shut up and go back to his mom's basement and play GTA.

FROM:http://www.freepatentsonline.com/y2009/0017886.html

PRIOR ART AND ADVANTAGES OF PRESENT INVENTION
There is a vast demand for deeper, more intellectual video games that
is generally opposed throughout the industry. Many designers are weak
minded like the Storm Troopers in Star Wars, and thus they believe
hiring and killing prostitutes constitutes exalted story, as the
fiatocracy's Death Star commands them to believe. Many will defend
their hiring and killing prostitutes by the fact that one doesn't have
to in the open-ended world, but then it GTA is not truly an open-ended
world wherein one cannot take a prostitute to church, nor even speak
words of exalted wisdom to her that might save her soul, nor give her
a copy of Dante's Inferno nor Homer's Odyssey to exalt her soul. While
developers, publishers, and insiders constantly hype the storytelling
in games so as to sound cool and push product for mere monetary
profit, the young can see that the emperor is wearing no clothes. In
EGM's letter of the month, a reader expresses the rising generation's
demand by writing:

EGM Letter of The Month:

“As I grew up, videogames grew up with me. I started playing games
like Donkey Kong and Carnival on the ColecoVision before I could read,
and Nintendo's Mario title were a staple of my early childhood. As I
got older, I saw the storytlines and gameplay mechanics become more
intricate and engaging. When I went through my rebellious and bitchy
teenage years, so did videogames. And as I grew and matured, so did
the subject matter of the games themselves.

Now that I'm 22, more things are vying for my time and attention such
as work, college, women, drinking, and lamenting over my long-gone and
simpler childhood. Needless to say, if I'm going to devote 20-plus
hours of my life to completing a game, it had better be well worth it.
And to me personally, a game well worth it is one I can take something
away from on an intellectual level. For example, a game that makes me
question my own existence, or the war in Iraq, or the increasing
diconnectedness of our modern high-tech lives would be the holy grail
of gaming to me. What are the chances that gaming will finally grow
once more and develop a social and political conscience?—Eric
Staskiewicz, summer, 2008 EGM

EGM answers “The answers are pretty damn good. Games are more and more
frequently making “statements” about society and ...

read more »

Lessons in Videogame Design from Sergio Leone/Clint Eastwood
For the next couple weeks you can watch Serigio Leone'sTrilogy,
including Fistful of Dollars and The Good, The Bad, and The Ugly in
HD:

http://www.youtube.com/watch?v=i14jpI-Tchs

Around 15 minutes into A fistful of Dollars comes a showdown wherein
for the first time in the history of film, the gun is shown in the
same screen as the people falling. The shot/camera angle is from
behind the gun, just like a First Person Shooter, or more
particularly, a Third Person Shooter!

In the film Eastwood plays the role of God/Thor/Moses/Odysseus/Zeus.
He reunites the family, slays all the outlaws by using the gold to
play them off one-another, and leaves the gold behind in the end. For
he is after that higher wealth--not mere money nor hooker-killing nor
car jacking nor innocent civilian killing nor meaningless body counts--
but epic Justice--the spiritual force and exalted payoff propelling
all classic dramatic art and deep narrative.

And it is exactly this form of payoff that games are currently
lacking, and which the Gold 45 Revolver technology will exalt. For at
the end, Eastwood reappears in the midst of lightning and thunder
(dynamite), and from his Colt 45 issues Zeus's lightning and Moses'/
Thor's thunder during the final showdown, in which he uses the outlaw
Ramone's arrogance regaridng the power and aim of his Rifle, over
theat of a Colt .45, against Ramone.

Games came of age in an era where massive corporations funded fanboys/
fanmbas/feminsit deconstructionsts to shout down and rage against the
classical, epic ideals of Thor/Zeus/God/Moses; as well as the epic
justice in Homer's Odyssey during Aristotle's third act, and to cast
Dante's incorruptible Beatrice in hell. For while Eastwood leaves the
gold behind and reunites the family, the feminist fanboy fiatorcacy
has destroyed fatherhood and the family and taken the gold. And the
Gold 45 Revolver / Ideas Have Consequences / Moral Premise
technologies capitalize on their misguided omission and lust for base
welath, presenting the first open-ended game created wherein only
those doing the moral thing can wield the gold 45 revolver in the end
to its fullest potential, and witness it shooting Zeus's/Thor's
lightning, bringing on down Moses's Thunder.

Enjoy A Fistful of Dollars, and think about how its epic precepts
could exalt games!
http://www.youtube.com/watch?v=i14jpI-Tchs

Not only did Sergio Leone's blockbuster films break Eastwood as an
international star, but they were also the film school which shaped
Eastwood, leading to his epic career as an actor and director capable
of exalting the Aristotlean third act as few others.

And what is the favorite film of the writer behind multi-oscar-winning
Braveheart? The Good, The Bad, and The Ugly.

Surely there is something for narrative designers to learn in these
films, as well as from Homer's Odyssey, Dante's Inferno, and the Judeo-
Christian Epics which influenced the Italian director Sergio Leone,
who grew up immersed in the Greek, Roman, and Biblical texts. The fact
that the GTA/EA fanboys/fanmbas rejected and continue to send forth
fanboys top reject such epic works has left billions in opportunity on
the table for smart/nimble narrative designers.
 
 
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