• "The problem with remakes and ports for the critic, especially those of old beloved games, is emotional baggage. It's difficult to give a cold, measured critique of something you've loved since childhood. How can you give an objective appraisal when every time you hear the game's start-up melody your mind soaks happy in memories of warm endless school holidays, and that delicious, pure, all-encompassing escapism unique to children who play videogames? This game's story is also a part of my story, so it's impossible to get much distance between the two." A lovely paragraph in Simon's review of the DS Chrono Trigger re-release.
  • "Auditorium is about the process of discovery and play. There are no right or wrong answers; there are many ways to solve every puzzle." Sounds gorgeous; looks beautiful. So much loveliness.

Surplus

12 November 2008

From this Eurogamer news article:

Microsoft has boasted selling over 2 million copies of Gears of War 2 during its opening weekend.

Furthermore, more than 1.5 million Xbox Live account holders played the game, according to Major Nelson – clocking up a record 15 million gameplay hours between them.

15 million hours is a lot of CPU time on the triple-core Xenon that runs a 360; a lot of processor power.

There might not be a cognitive surplus, but here’s a thought: what happens if, as a kind of “CPU-tax”, you require manufacturers to include an “extra” CPU or core in certain kinds of products – entertainment products, set-top boxes, consoles, PVRs, that kind of thing. That CPU is self-contained – processor memory, the lot – and devoted to running something like Folding@Home in the background, or whatever the next massive philanthropic grid-computing project the world needs to run is. Maybe you specify specific charity interests you have, so you can contribute to projects you care more about.

And then you have 15 million hours of 3 cores running Gears of War 2, and 15 million hours of protein-folding. Seems like a good trade-off to me.