September 29, 2008
a revival?
I would like to make a flash-based, comedic cartoon (animated) that uses inside jokes, off-the-wall jokes, references to generation-spanning pop culture, and a simplistic art style as humor. I've built upon this idea before and created Moleculation Cartoons (MC) years ago:
http://mypage.iu.edu/~nilmatth/mc/
The idea was birthed from my admiration of Homestar Runner (HR) cartoons:
http://www.homestarrunner.com/
MC emulates many of the things that makes HR successful but is less family friendly. Overall, the site seemed to be going well but I was unable to maintain it because the production became too involving for one person. I enlisted the help of my friend to aid with music and voice acting but it wasn't enough. As a result, I had to take the project offline but I've always wanted to revive it. If I brought MC back I'd want a few things to make it better than ever:
1. A new interface that turns aways from modernity and
embraces a retro style (videogame influenced if possible)
2. A new cartoon (or two) on startup
3. A PR person that can push the site on popular social
networking sites
4. A programmer that can utilize Actionscript to create an
interactive interface
5. Possibly another animator
Copyright Nicholas Matthews, 2008
September 18, 2008
iu memories interface
How about an adaptation of Google Maps (not the satellite view) where prime locations are represented with icons? Because this is a map of memories and not locations, the icon size represents the number of memories at a given location. The larger the icon, the more the memories. On the surface, users will instantly be able to discern which locations are the most memorable. If some memories become buried due to the surrounding icons, perhaps it would be best to make all icons a standard size on the X and Y axis and represent memory amount on the Z axis. Here, users can choose to view the map from a birds-eye-view where all locations are equal. Alternatively, users can switch to an angled perspective to discover which locations contain the most memories.
To hear/read/view a memory, users first click on an icon. Then the icon fills the screen and becomes an outline (possibly an interior layout) filled with nodes, which are location specific. Each node contains a memory. Only the most recently created memories are displayed as nodes so there is always fresh content. The user can visit past memories by grabbing and sliding a bead along a timeline (bottom of the screen) that cycles through memories based on the date they were posted (default setting). Alternatively, the timeline's functionality can be switched to display memories chronologically. Moreover, nodes can be sorted by popularity as well.
Nodes themselves are not uniform in style. Proprietary emoticons are available to compliment any memory.
Copyright Nicholas Matthews, 2008
September 15, 2008
pool anyone?
From a full deck of cards, any number of people receive 5 cards each. Exactly like poker, a round of betting occurs here (including the ability to fold). Card values and hand values follow poker rules. After the betting is concluded, four cards are placed in the center of the table face down. Here, all players can swap undesirable cards for Pool Cards. Players can only swap one card at a time. Except during the brief swap period, each player must have 5 cards at all times and the Pool must have 4 cards at all times. Once the players are content with their hands, the Pool cards are discarded and another round of betting ensues. After an additional swap and betting period the players reveal their cards and the winner takes the Pot.
Basically, Pool boils down to Poker with a small set of communal cards that are not fixed but swapped (always face down similar to Kemps). Here's the breakdown:
1. Deal 5 cards to each player
2. Bet
3. Deal 4 cards face down in the center (the Pool)
5. Swap
6. Bet
7. Deal a new Pool (the old Pool is discarded)
8. Swap
9. Final Bet and card reveal
Pool has the potential to create high bets and very powerful hands. For a less intense version, players can remove the first betting round and only swap cards once.
Copyright Nicholas Matthews, 2008
September 10, 2008
virtual engineering
Most people are scared to death of their computers. They're afraid that accidentally triple-clicking on the wrong icon will render their machine useless. Clearly this isn't true (unless you're running ME or Vista). I'd love to see the day when people treat tweaking a computer as nonchalantly as activating a television's sleep timer. Unfortunately, that day may never arise; however, I think that by creating a program--let's call it Boxx--that simulates and benchmarks hardware builds, my geeked out vision could gain a powerful step toward reality.
Personally, I have many reservations about cracking open my case and swapping parts for the hell of it.
What if the part turns out to be not worth the money?
What if the component isn't even compatible with my build?
I wish there was a way to test everything out before making the investment of time and money.
It's here that Boxx would be very helpful. Admittedly, the main use for Boxx would be for commercial vendors of custom built computers. I envision that vendors would offer a "Test Your Build link" before you add the computer to your cart. Boxx downloads the schematics and provides a wealth of benchmark information. Suppose then the results didn't impress you. You enter into Boxx a target benchmark and it in turn provides hardware suggestions to reach that mark. Now content, you tell Boxx to reconfigure your system and send you back to the vendor's site.
Other Features:
- Ability to scan your current PC's configuration
- Each part would have sponsored links for purchase options
- Sleek, simple interface
Copyright Nicholas Matthews, 2008
September 08, 2008
controlling modding
How can we best prevent game mods that create or allow access to objectionable material? That's a question I thought over while studying mods about a year ago. Research suggested that the best (and also the most objectionable) mods were created when game companies packaged mod making utilities with their game or provided them free of charge via their website. This easy access allowed for easier modding but also for an influx of mature content. And this brings me back to my initial question: how do we stop or control the distribution of objectionable mods?
Research suggests that a web 2.0 mod making utility could be effective. Suppose a game company devoted an entire area of their websites for mods. In order to create a mod, a modder would have to create an account on their website in order to access their webware utility. All mod work would be saved to the game company's servers. Completed mods are then packaged and sent (all within the utility) for approval to the game company where the mod will undergo examination. After the examination, mods become downloadable through an external application similar to Valve's Steam. Through the external application, the game company can enable or disable mods if they find the mod is no longer complying with its original or reported format. Moreover, users must agree to a disclaimer if the mod contains mature content before they can download or enable the mod.
It would seem that by removing distribution privileges from modders, game companies could better control user-created game content, which in turn may ease the minds of concerned parents and politicians alike.
Copyright Nicholas Matthews, 2008
September 03, 2008
on morrowind
Under sun and sky outlander, we greet you warmly. Damn, if phrases like the former could transfer into the real world without raised eyebrows and lowered expectations then life would be grand. Perhaps grand is too heavy of an adjective for a simple phrase to incite, but the game it’s pulled from fully embodies the word. The Elder Scrolls III: Morrowind is an action RPG that boasts genre-defining, non-linear gameplay in a fantasy world not too far removed from World of Warcraft’s. How many hours of my life have been sacrificed to Morrowind’s altar? Honesty, in this case, would only incite more of those lowered expectations I mentioned earlier. Indeed, Morrowind is an incredible game that anyone who considers him/herself a fan of American Action RPGs should experience.
Extolling aside, Morrowind’s modding culture is a large part of what captivated my academic interests, which pushed me to pursue my MA. My initial interests led me to research what I termed The Mod Effect where I attempted to delineate how mods are bolstering and damaging the gaming industry. Researching mods gave me a great deal of insight into user created media. Moreover, I hope that by creating new or interactive media I can further my understanding of media forms in general.
Copyright Nicholas Matthews, 2008
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