Yanis Varoufakis, the economist Valve recently hired to study Team Fortress 2's virtual economy, has published his first paper. If you are not an economist and suffer from insomnia, you might consider giving this a close read.
If not, and you're looking for a bit of news out if, this bit of speculation was all I could pry from the conclusion. It followed nearly 3,500 words explaining arbitrage and equilibrium, which more or less describes the ability to buy or an acquire an item at low cost and sell or trade it for high return, as opposed to a market where these opportunities are much more limited.
"I think this is fun to see. The tantalising thought also comes to mind that we could, perhaps, let you see this graph in real time, to guide your trading," Varoufakis wrote. "Or perhaps not? What do you think?"
Great. Is Team Fortress 2 getting an in-game commodities ticker?
ARBITRAGE AND EQUILIBRIUM IN THE TEAM FORTRESS 2 ECONOMY [Valve Economics]
Can't really make it out, but it sounds like we might finally get a "Meet the Pyro" video soon. [TeamFortress.com]
Valve, the people who make Team Fortress 2, and Adult Swim, the beloved block of Cartoon Network shows for grown-ups, are teaming up for something TF2-related. It's happening next week. That's all we know! Fail to learn much more here.
Let's just get this out of the way: Yes, Quantum Conundrum is a first-person puzzler, just like Portal. Yes, it was designed by Kim Swift, the project lead on Portal. And yes, it shares some of Portal's core traits: there's a physics-altering arm device, a goofy omniscient narrator, and an alarming number of buttons that need to be pushed.
But Quantum Conundrum crawls out from its spiritual predecessor's mighty shadow and stands, triumphant, as a game that's unique, raw, and brilliant in many ways. Finally, Portal has a worthy rival.
Here's Quantum Conundrum in a nutshell: You're a little boy, age 8 or 10 or something unimportant (since your avatar doesn't talk or do much of anything), and you're visiting your eccentric scientist uncle at his eccentric scientist mansion. Just as you get there, the power goes out. Your uncle, Professor Fitz Quadwrangle, says something about being trapped in another dimension. Asks you to rescue him.
So you pick up uncle Quadwrangle's Interdimensional Shift Device, a glove that you can use to manipulate the objects around you by shifting any given room into one of four different physical "dimensions." Your job is to use these dimensions to solve puzzles throughout the mansion and restore the power so you can figure out just where the hell Quadwrangle disappeared to.
The dimensions:
Developer: Airtight Games
Platforms: PC (played), Xbox 360, PS3
Released: June 21 (PC), Summer (Xbox 360, PS3)
Type of game: First-person puzzler
What I played: Finished the game in one 8-9 hour marathon session. Didn't want to stop.
Two Things I Loved
Two Things I Hated
Made-to-Order Back-of-Box Quotes
But there's a catch. You can't swap to a dimension until you find its corresponding battery—a color-coded cylinder of magic or science or something—and insert it into the generator that powers each level. Some of the mansion's rooms come complete with one or two batteries and force you to hunt for the rest. Some levels give you all of them. Some give you none.
Like any good puzzler, Quantum Conundrum starts off slowly, easing you into its world with a series of simple tasks like "make this safe lighter so you can pick it up and put it on a button" and "make this safe heavier so it can push down a button." As you progress, the difficulty ramps up, pitting you against tougher challenges like "propel this crate forward, jump on it, use it to fly across a chasm, and drop it on a button."
What's creative about these puzzles is not the objects you manipulate, but the combinations you can pull off with your newfound powers. Say you want to break a window. You can swap to Fluffy, pick up a nearby safe, throw it at the window, and then quickly swap to Heavy so it has enough weight to shatter the glass. Say you want to cross a large pit. You can swap to Fluffy, pick up a box, throw it over the gap, and then quickly swap to Slow Motion so you can hop on board and ride to the other side.
It's this type of reasoning that can help you get through some of Quantum Conundrum, but this is a game that requires equal parts intellect and dexterity. You won't just have to conceptualize solutions; you'll have to execute them. So you might know how to get a certain capsule inside a certain generator, but your fingers have to be nimble enough to pull off the right throw at the right time. You might realize that you have to con that automated laser beam into fashioning you a staircase, but you'll have to swap between dimensions in just the right pattern to pull it off.
This sort of puzzling can sometimes feel more difficult than it should, not because of any particular developer-instituted challenge but because the game's physics are wobbly. Safes and boxes tend to feel over-sensitive when you're lugging and chucking them around. An object can fall out of your hands if you accidentally brush it against a wall. Some boxes bounce a little bit too much.
Incidentally, I took advantage of these bouncy boxes to hack my way through two of the game's more head-scratching levels, both of which took place towards the end of the game and involved robots, lasers, and crates. I don't know how I was supposed to solve them, but I don't think it was by repeatedly reversing gravity and flinging crates across each room until they randomly landed where I needed them. When I'd finished, I felt the urge to e-mail Swift and the rest of her development team at Airtight Games to taunt them. "Just broke your game, losers!"
Then I got stuck on one of the next levels for close to an hour. This was frustrating, but necessary. I needed to be taught a lesson.
But tedious and overwhelmingly difficult stages are an anomaly here—the majority of the game is well-balanced and delightful. Quantum Conundrum is at its best during those moments of sheer puzzle pleasure when you're flipping between dimensions, watching the world change, solving dilemmas, and making yourself feel smart. I wish more of its puzzles had taken advantage of all four dimensions instead of just allowing you access to two or three at a time, because the ones that force you to think in multiple directions are the most satisfying of them all.
The little details are wonderful too. Every time you die, you'll see a snarky, hilarious death message about something you'll never get to see (since you are dead). Ex: "Thing #74 you will never get to experience: watching your favorite childhood TV shows get turned into terrible movies."
Perhaps Quantum Conundrum's greatest quality is this: While playing through the eight or nine hours it took me to finish, I was at times frustrated, annoyed, and even a little infuriated. But I never stopped smiling.
Norman Rockwell, one of America's truly great artists, didn't live to see Valve's Portal released. Dying in 1978, he didn't come close. But let's imagine, just for a moment, that he had.
He just might have come up with something like this. Jesse Rubenfeld's painting, called This Was a Triumph, is based on Rockwell's famous "Rosie the Riveter" work from the Second World War, which at the time appeared on the cover of the Saturday Evening Post.
This one? It'll have to settle for the cover of Kotaku.
This Was a Triumph Painting [Etsy, via Super Punch]
If you've played games like Team Fortress 2 or the Portal titles, you know that Valve loves making players learn. The company's already got a foothold in bringing their games into the educational space and that commitment's going to get bigger.
Today, at the Games for Change conference, Valve's Leslie Redd and Yasser Malaika announced that they'll be giving away their hit game Portal 2 for free, via the new Steam for Schools initiative. After signing up for a beta, educators will be able to get the popular sequel, the recently launched Perpetual Testing Initiative level maker and sample levels. Students making levels won't be able to share levels outside of a physical classroom, though. For more info, head over to learnwithportals.com
Oh, GLaDOS. Cruel, cruel GLaDOS. Here, the villain from the Portal games comes to life, in costume and utterly free of cake.
Mean, witty, and slightly crazy, GLaDOS is one of the most memorable gaming characters in recent memory—no wonder she's a fan fav. And no wonder all these folks decided to dress up as her!
Here's a look a handful of cosplayers tackling the same character. It's like when people show up to a party, dressed in the same outfit. Have a look in the above gallery and see who pulled off the best GLaDOS.
For more info on GLaDOS, check out the character's wikia. For more about Valve Software, the studio behind Portal, have a look at its official site.
[BlizzardTerrak]
[CielgoesRAWR]
[dontcallmehuman]
[EminenceRain]
[Emmalyn]
[for_the_wicked]
[Kyuuketsuki-inc]
[Lightthedynamite]
[marimbamonkey14]
[Meketaten]
[MiddySpectrum]
[SoyPants]
[strangexreality]
[Takada-Rem]
[Tenori-Tiger]
[theawesomesauce]
[trinityrenee]
[tsubasahime]
[xxxChelsea-Daggerxxx]
Are educational games broken? Can Portal help fix them?
Speaking during a Rants session at the Games for Change conference in New York today, educators Scott Kirk (CEO, GameGurus) and Jodi Asbell-Clarke (Director, EdGE ) said perspectives like Valve's could help shed a light on the best way to make educational games more fun. Asbell-Clarke pointed to Portal's developer commentary as one of the most useful lessons she's found.
"It's magic," Asbell-Clarke said. "They're telling you why they built the pedagogy they did, what happened in the play-testing that gives you their level of learning... I've been an educator for 20 years, and I learned so much from that game."
Kirk talked about attending a UNICEF conference on education, noting that he was disappointed by the results.
"It was clear to me that the people trying to make fun games just weren't fun people," he said.
Although the pair didn't dish out any solutions to the longrunning dilemma of how to balance fun and education, they did tout the values of play-testing and other Portal-esque ideas.
Their final words of wisdom? "Make games that just don't suck."
Cam Fortress doesn't really "do" anything, but it does let you pretend to sneak up on someone on the subway platform with your Spy switchblade drawn, or carry Pyro's flamethrower to a gas station. Developed and launched on Google Play for Android phones, Cam Fortress launched last week, and is free to download.
You may take screenshots of your escapades, but there's no other functionality—though the app's description says you can unlock a "hidden class" if you discover an Easter egg. All nine TF2 classes are featured either in the video or the release notes, so who knows what that is.
Cam Fortress [Google Play]
The creators of Team Fortress 2 have hired their very own economist to help out with their various crazy hat-based projects.
Writing on his new blog over at Valve's website, newly-minted consultant Yanis Varoufakis discusses how he met with Valve chief Gabe Newell and put a deal together.
"Within hours, an agreement was reached: I would become, in some capacity (that was to be hammered out later), Valve's economist-in-residence," he writes.
"My intention at Valve, beyond performing a great deal of data mining, experimentation, and calibration of services provided to customers on the basis of such empirical findings, is to to go one step beyond; to forge narratives and empirical knowledge that (a) transcend the border separating the ‘real' from the digital economies, and (b) bring together lessons from the political economy of our gamers' economies and from studying Valve's very special (and fascinating) internal management structure."
And hats. Never forget hats.
IT ALL BEGAN WITH A STRANGE EMAIL [Valve]