

Enjoy ace-difference-noticer Aaron Shepherd's list o' differences after the jump.
Slog tipper Rich says that the much-reviled 4th edition of Dungeons & Dragons (which I first told you about back in June of 2008) is soon to be no more. And the owner of D&D, local gaming company Wizards of the Coast, seems to be crowd-sourcing the next edition:
...beginning sometime in the spring, we will begin open playtesting. Through our web site, we will release a growing set of rules, classes, monsters and other materials for your study and feedback. We seek to reach as many people as possible, from the gamer who just started with D&D last week to the gaming group that has been together since the early-1970s. For this process to work, we want to give a voice to all D&D fans and players of all previous editions of the game.
You can sign up for the playtest right here. The New York Times story on the revamp is here. My advice to D&D would be to stop trying to compete with Worlds of Warcraft. D&D attracts a very specific group of people—people who enjoy learning and utilizing complex systems of rules and regulations. Button-mashing a dragon to death isn't the same thing as manipulating the random roll of dice into a desired outcome, and that's something that World of Warcraft can never replicate.
People enjoy and get into D&D precisely because it has an air of something bookish and esoteric. It's the sense that there's a whole, complex world there waiting to be discovered that appeals to novices. Dumbing it down and transforming it into a cheap WoW clone isn't going to help matters at all. That's not to say that technology shouldn't be incorporated into D&D (iPad rulebooks would make DMing much easier) but it is to say that technology should be incorporated intelligently into D&D, to enhance the pre-existing experience, rather than trying to turn it into something different.
In an editorial titled "I'm Tired of Saving the World," Jason Lomberg at Joystiq writes about the trouble with video games:
Most games would rather task you with saving the world than with rocking a baby to sleep or patching up a failed relationship. This intransigence on the part of developers to create idiosyncratic stories that resonate with the individual is holding the medium back.
Why should gaming's prime inspiration be Michael Bay instead of David Lynch, David Mamet, Paul Thomas Anderson, or even Mel Brooks? An interactive medium like this has the potential to tell complex stories in ways that are sublime, irreverent, and evocative.
Gaming could explore the human condition by interfacing with the player like books, movies, and TV never could. Instead, we do battle with rogue Russian nationalists, storm Normandy for the 47th time, or fight off an alien invasion. I can't relate to any of this.
Outside of the occasional casual game (Jetpack Joyride currently owns my cortex) I don't play video games, partly because my hand-eye coordination is atrocious, and partly because I choose to read books instead, and I know that video games would swallow up all my spare time. I don't own a console—do they still call them consoles?—and while I try to keep up on what's popular in the gaming world, I basically don't know what I'm talking about.
But that's never stopped me before, so...
I don't think video games are quite at the point that Lomberg mentions here. Video games still seem, to me, to be very branch-oriented. You're given a binary choice of yes or no, and the game responds to that choice. I've played around with and enjoyed free-roaming games like Grand Theft Auto, but the first thing I do when I play those games is I try to figure out where the ends of the world are. I feel my way around the boundary and figure out what's possible and what's not possible. Soon enough, everything feels very small and closed-off. And games that I've played which are more story-oriented have long cut-scenes that basically take the choice out of the player's hands, reverting back to movies.
I have no doubt that video games are art. And I have no doubt that they are genuine narrative devices. But the thing that makes them a unique and exciting medium, to me, is that you are the protagonist of the story, and your choices affect the narrative. Maybe I want too much choice, and that would make the game cease to be a game? I want a Batman game where I can play a manic-depressive Bruce Wayne who just decides not to fight crime, or decides to reveal his secret identity to the world. Or a crime game where I can try to become a legitimate businessman on the earnings from a big bank heist.
That what's ensuing now as the result of this sad tale about a couple of pre-ordered PS3 controllers and a theatrically douchebaggy retailer.
As Gabe says, "Trust me when I tell you that this is one wild ride. I’m serious, Mr. Toad would look at this ride and just give a slow clap while shaking his head." If you like Internet drama and harsh justice on the gamer frontier, check it out for yourself.
MIke Nipper reports over here.

Smash Putt is mechanized mini-golf madness—loud, possibly dangerous, and fun as hell, with a full bar—and it's baaaack, in January down in Sodo.
Golfball cannons! Raucous contraptions! Scratch 'n' sniff technology! Amazing feats of gravity-defying whimsy. Leave no regrets on this plane of reality as we face the dawning of miniature golf armageddon.
Prepare thyself!
Early reviews of Skyrim were kind of suspect. Seeing as this is a game that takes a majillion hours to "complete" (note: it cannot actually be completed), how much could really be thoughtfully said so soon after its release1?
With the gift of hindsight and a lot more play time, a handful of better assessments have come along—with the most nuanced and lovingly critical one coming from Tom Bissell (of the worthwhile Extra Lives). He says the one thing that's probably worth saying about Skyrim (and Oblivion), the fact that it's great *despite* its lame NPC interactions and exposition—and the inclusion of those interactions is "incompetent" in 2011:
Why make every character a walking lore dump when lore can be more effectively embodied in the world and environments? After all, the world and environments are already there in Skyrim; they're quite literally everywhere you look, gushing all manner of wonderfully implied lore. And they're beautiful. Like most who play Skyrim, I'm greatly drawn to these incredible environments because the act of exploring them becomes uniquely my experience. When I'm listening to and watching Skyrim's interminable characters, I'm skipping through the same dumb cartoon everyone else is. Video games can tell involving, interesting stories — but they can't do it like this. It's high time we start thinking about another way or ways.
GRTWT. Like Extra Lives, it involves some thoughtful meditating on the state of video game art. (And FWIW, when it comes to game exposition, we still haven't experienced better than the Andy Serkis-powered cut scenes of the sweet, short Enslaved: Odyssey to the West—which came out a little over a year ago, and which you can pick up new for $15.)
1Um, we wrote the most recent STD post (before this one) the day before Skyrim was released. Coincidence? Sadly: no.
The Stranger Testing Department is Rob Lightner and Paul Hughes.
Sent last night to I, Anonymous:
For better or worse, I own an XBox 360. The new dashboard came out last week, and I sure am sorry I was proclaiming my dislike of it loudly on the bus, and while I don't begrudge you speaking up and asking me my opinion before letting me know you worked for Microsoft and helped design that new dashboard, I do begrudge you getting defensive about it when I told you you were wrong.
Sure, I don't work for Microsoft. I don't consume the Kool-Aid every day, being told what to do by my higher-ups, knowing that telling them "no" could inhibit my career, my salary, or my employment. But adding advertising is never an improvement. Adding the Bing toolbar, which your employer continues to force down everyone's throats, is not an improvement. Making the features I already enjoy harder to find, buried under multiple drop down menus? Not an improvement. Services I don't want and can't remove? Also, not an improvement. Ah, but wait... the new layout matches Windows Media Center and Phone Operating System? Super. I don't own that shit and there's a reason I don't.
I'm sorry you're so goddamn sensitive about having worked for who knows how many months for a much busier dashboard that benefits no one but your bosses' bottom line. I'm sure the paycheck cleared, so what do you have to be unhappy about? My friends in the gaming industry work on shitty games every month, because that's what their ignorant bosses ask for. That is the state of the industry. If you don't like your job, quit. But clearly you do like your job, or you wouldn't have jumped to its defense. I was happy to discuss it, but you can't be so ignorant as to think this project you just finished was going to make 100% of the population happy. You pointed out that it might need time to sink in, and I was ready to agree with you, save for the Netflix update, which redefines Horror, Dysfunctionality, and Ugliness all at once. And that only pissed you off.
You live in the city, man. Quit being so sensitive. Your bosses will just order you to fuck up something else next month. That check will clear, too.

Mightygodking has made another round of political Magic: The Gathering-style cards, and they are glorious. (How can you not love sentences like "Destroy Rick Santorum if The Internet enters play," I ask you?) Maybe one day, he will have made enough of these cards that an actual game can be played. If so, Sloggers should gather at Gamma Ray Games and play a round. I would like to play the "Oops" card, please!
We're suckers for indie game developers, especially when they turn their attention toward dissecting what game play is all about. When they make that dissection fun, as in Damian Sommer's drily named A Game About Game Literacy, our hearts grow three sizes and we dive in deep. As with Impasse, the rules are mostly implicit and fairly easily to figure out as you proceed. Unlike Impasse, the art is blocky, inelegant, but still quite evocative. The characters are particularly compelling; we decided that the player character is a small, animated easy chair (we call him Chairio?), trying to rescue a sort of turkey-monster that could certainly be a princess of some sort in Turkeymonstervania. It was all put together in a day and a half, and it's plenty more ambitious than anything we've done in that length of time.

O hai: If strobes are problematic for you, skip this one. They're not used much, but they do come on quickly now and then.
The Stranger Testing Department is Rob Lightner and Paul Hughes.
We're huge fans of Enviro-Bear, an indie iPhone (and now Android!) game that's been called everything from "a game made by crazy people" to "part game, part joke, part art piece, and part game-design experiment... a Rorschach test for gamers." We're suprised and disappointed it didn't just get built into iOS 5.
Thanks to Slog tipper Reggie for passing on this new live-action parody/tribute/trailer/wtf:
This is a new crazy mash-up of augmented reality, pico projectors, and Kinect hacks. And you know it's serious science because of the narrator's accent.
Sure, maybe no single part of this demo will destroy your mind, but the cumulative possibilities here—especially the brilliance of using four separate Kinects to map a whole room in 3D—promise impending insanity. We know what you're thinking: immersive physics-based Japanese porn game, mixed with a Joy of Sex Rocksmith-style interactive humping primer. Yep. It's pretty much gonna happen.
Here's a quick round-up of what we know about the upcoming World of Warcraft expansion. Below is the trailer. Can I ask, am I the only person who thinks Asian-flavored pandas are unpleasantly precious and more than a little racist?! Yes, bring your wrath down upon me, Lore Nerds! I know all about Pandaria, and I don't care! The pandas are as bad as Ewoks! No, they're not Jar Jar bad... EXCEPT MAYBE THEY ARE!!!! FREAKIN' KUNG-FU PANDAS!
*OK, this isn't really a BlizzCon post, it's a WoW post. But feel free to discuss other BlizzCon stuff in the comments.
If Herman Cain's 999 plan sounds familiar to you, that's probably because you've played SimCity before. According to Huffington Post, Sim City 4 default settings are set to 999: "the default tax rate was 9 percent for commercial taxes, 9 percent for industrial taxes and 9 percent for residential taxes." But the best part of the story is the way SimCity's creators embrace the theft:
We encourage politicians to continue to look to innovative games like SimCity for inspiration for social and economic change," said Katsarelis. "While we at Maxis and Electronic Arts do not endorse any political candidates or their platforms, it's interesting to see GOP candidate Herman Cain propose a simplified tax system like one we designed for the video game SimCity 4."
Adopting such a simple tax structure, Katsarelis said, would allow fantasy political leaders to focus their energy on infrastructure and national security. "Our game design team thought that an easy to understand taxation system would allow players to focus on building their cities and have fun thwarting giant lizard attacks, rather than be buried by overly complex financial systems."
The way they handled this makes me feel really good about the fact that SimCity is one of my all-time favorite video games. (Via Wonkette.)
The IndieCade 2011 awards were announced over the weekend, and Fez picked up both the Grand Jury and Story World Awards, despite not having been released yet (they're now looking at early 2012). It's an amazing 2-D/3-D mashup that pretty much makes older 3-D platformers obsolete, and we look forward to its eventual launch on Xbox LIVE Arcade.
Other winners include Deepak Fights Robots, The Swapper and The Depths to Which I Sink. The Trailblazers Award went to girl-game pioneer Megan Gaiser. Check out the Finalists list for a nice, long look at the state of indie games in 2011 (spoiler alert: it's awesome).
Something we did not know existed: the Kiss Controller. Button mashing! Tongue bowling!
The Stranger Testing Department is Rob Lightner and Paul Hughes.
I am attempting to put together a list of 21st Century Skills for Americans like myself.
1. Acronyms
2. Knowing that other countries exist
Others?
Indievania is a new games portal for independent developers that takes zero percent of sales off the top. This could be really big for the mushrooming indie games scene, which has been pretty well ghettoized by tiny marketing budgets and platforms that emphasize the major players. Megaplatform Steam is a great way to acquire and play games, but their indie selection is smallish and drowned out by those with cash to burn. Also, they take a cut from every sale, which hurts the indies quite a bit more than it does the big guys. Before now, if you wanted to support independent game designers, you had to either hunt them down or wait for recommendations from friends or lazy gaming writers. Indievania is well worth checking out and coming back to, as it gives the weird little games we love room to breathe.
The Stranger Testing Department is Rob Lightner and Paul Hughes.

From the electronic mailbag:
Hi Stranger,
Please tell me there will be another Halloween Smash Putt at the creepy old INS bldg again this year? I haven't seen anything about it. If not, I don't think it is hyperbole to say that would be tragic. Boo.
Thank you!
Smash Putt replies!
Hiiiiiiiii!
We are presently scurrying around looking for a suitable building!
Most likely we will be hitting mid Nov with our Smash Putt goodness! We decided to move it back deeper into winter in large part due to the late summer. We see the role of Smash Putt as a much needed antidote to Seattle winter blues!
We will let you know as soon as we get a lease signed!
-jeremy

Ain't love grand? Congrats you two. All of your friends & frenemies at Slog wish you many, many more happy years together.
We just finished the Gears of War 3 campaign tonight (it's short!), and—if you're a fan of the series, or meant to be but never got around to it—it's totally worth blowing off some work today if you can grab a copy. (Although judging from the lines in Times Square, you might have needed to pre-order.)
Gears has always been fairly ridiculous, what with the massively muscular bodies and tiny heads, a game world that is self-consciously gruff and gritty and in every way be-weaponed, and its almost parodic dialogue (it is no coincidence, we think, that same voice actor plays both thick-necked Marcus Fenix *and* Bender from Futurama), etc. But the series finale manages to get everything that's fun about Gears righter than ever—like the multiplayer, the blockbuster set pieces (which, like the rest of the game, look great), and the over-the-top bloody action—while alleviating some of the heavy-handedness and repetitive level tedium of earlier installments. If you crapped out on previous Gears, you might actually be inspired to finish this one.
The variety in Gears 3 is gratifying, including pre-apocalyptic flashbacks, many levels with vehicles and mechs (yes: you get to pretend you're a giant dude *inside* a giant robot, like a wish-fulfillment sandwich), and at least one bit of narrative trickery with two arcs told out of sequence. Clever for a AAA game! True to the series, the dialogue is still pretty ham-in-fist, especially in the game's "emotional" moments, but we laughed wayyy more than we thought we would—like maybe the writers actually had some fun wrapping up the series. Sergeant Fenix, may your weird little goatee rest in peace. (That is not a spoiler. He doesn't die. That is not a spoiler either. Maybe he dies. Or maybe just his goatee dies. Who can say?)
If you like exposition, you will love this opening cinematic.
The Stranger Testing Department is Rob Lightner and Paul Hughes. (And thanks to Shane for helping check out Gears!)
If you must produce a fake-rap promotional video for your beloved video game, please follow these guidelines:
PopCap does it right in this bit of nonsense in support of Plants Vs. Zombies:
The Stranger Testing Department is Rob Lightner and Paul Hughes.
As part of some sort of educational something or other, Valve is offering Portal 1 for free on Steam, for Mac or PC, until Tuesday. If you don't know what Portal is, what's wrong with you? It was an almost throwaway spatial-reasoning puzzle game added on to to 2007's Orange Box, which became a sleeper hit by virtue of being both funny and awesome. It's a great game, even if you're not a gamer.
We absolutely buy the notion that Portal is educational gold, making "physics, math, logic, spatial reasoning, probability, and problem-solving interesting, cool, and fun," and cheers to Valve for making it available for free—but this video is a little depressing when you realize that all the kids are $20K/year "highly capable" private schoolers who almost certainly don't need a leg up. (Then again, we finally got around to seeing Waiting for Superman last weekend, so maybe we're just bitter.)
It's not the first time they've done this, and it might not be the last, but you never know, right? Go get it now.
The Stranger Testing Department is Rob Lightner and Paul Hughes.
Posted by news intern Paul Holmes
Last month, Blizzard Entertainment announced the addition of an auction house to Diablo III, a multiplayer online role-playing game coming out next year that looks pretty sweet. What's interesting to me is the auction house, which essentially establishes a way to spend your time and money.
In games like Diablo III, people put a lot of time into characters that require very specific items (from the Stone of Jordan to Verdungo's Hearty Cord). These items are rare. More than that, it's almost impossible to find the best versions of the rare items you're looking for without trading. People are willing to pay real money for the best virtual items, and Blizzard built an ingenious auction house around that desire. If you pillage an item you think is valuable, you can sell it in the auction house for a list fee and a sale fee. If you cash out, Blizzard will take a small cut (if you don't spend that money in the auction house yourself).
These rare items are going to be worth a lot of money. For perspective, a third-party vendor of items for Diablo II has an axe on sale for $239.97.
For some players, this could literally be a full-time job and an income. Most likely, it would be a small income. So... most likely, it'll result in many more kids farming for rare items in video sweatshops in Asia. And because of historical game usage, Blizzard is specifically allowing gamers in Oceania and Southeast Asia access to the North American servers, creating a huge incentive to exploit cheap labor.
In 2009, a giant glowing Rubik's Cube hovered against the sky at Burning Man. It was created by the artists, engineers, and scientists of local collective GroovLabs, and it was, in fact, a 35-foot-high, fully playable game based on the Rubik's Cube—built from a steel frame, covered in fabric, and illuminated from inside by colored LEDs—that can be played alone or collaboratively.
Now they're building a 26-foot version of it at Pacific Science Center; it opens October 1. Here it is, under construction the last few days.
We're seeing more and more silly little games with Deep Issues embedded these days. Braid and Limbo helped lead the charge, and now Channel 4 (home of our darling Misfits and the earlier 1066 series and game) has busted out with another sweet semi-educational game in that vein: The End.

Theoretically for teens, but still pretty compelling for the rest of us, it's a semi-awkward mashup of platformer, puzzle battle, and social network tool. The graphics are loose and fun and reminiscent of old Nickelodeon stuff (if somewhat dark and cavernous). You find yourself prancing around the afterlife collecting stars and fighting bosses, just like in the Bible. The platform levels are well designed, if a little intimidating to those gamers who haven't cracked one in a while. The now-mandatory mechanical gimmick uses shadows to get past obstacles and places it on the smarter side of the spectrum. Between levels, you fight bosses using a funny little turn-based puzzle game that gets more fun the more you play, though it does take a few goes to pick up on basic strategy. After beating a level, you are faced with a stoner-philosophy question like "Do you want to live forever?" and placed on a thought matrix alongside Facebook friends and famous thinkers like Gandhi, Ayn Rand and Mary Shelley.
Even if you're fully settled into something that passes for a personal philosophy, the game is fun enough to keep you going. It could also be that The End starts you on a journey of self-discovery, or at least gets you started watching Misfits. Worse things could happen.
Thanks, Slog Tipper Jessie!
The Stranger Testing Department is Rob Lightner and Paul Hughes.
It's a good time to be a nerd. PAX Prime is over for now, but we're as invigorated as we are exhausted, and we know some folks who are already prepping their presentations or costumes for next year. We discovered hidden levels, saw a presentation that made us think about things (despite confirming our biases), and wallowed in our element for the last few hours of full-on nerd density. Here's what we learned, plus a poop joke:

* As local as can be with little indies, anyway; most of these folks collaborate online over thousands of miles, and HTS is no exception.
** Sorry, sometimes we have to use the language of our oppressors.
The Stranger Testing Department is Rob Lightner and Paul Hughes.
Yesterday, we spent most of our time on the main floor of PAX Prime; today, we pushed our way through to the back of the wardrobe, to find PAX's fabled Narnia, the sixth floor (heard more than once: "there's a sixth floor?"). If you're at PAX, it's worth the trip, for the old-school Meydenbauer vibe, plus the highly cute Digital Game Museum, and—most especially—the PAX 10. Here's what we learned, on the sixth floor and elsewhere:

PAX Prime 2011 powered up this morning, as anyone who's navigated the mobs of joyous gamer nerds downtown could tell you. We haven't seen the final numbers yet, but last year saw 67,000 attendees (neck and neck with the population of Auburn), and it feels just as dense this time around. The Exhibition Halls are suitably alarming and hypnotic and the Free Play rooms are packed with blissfully focused players, but the negative space on the map is where the freaks flow freely, like a conveniently located, climate-controlled Burning Man. We saw the happiest dude in the world prancing around in a handmade Pikachu costume (pics if we see him again and our cameras are working). He looked so happy and at home in his Pika-skin that we feel bad that one day he has to go back to live in the world of people who wear clothes. The halls of PAX are filled with his (i.e., our) people. Here's what we learned:

The Stranger Testing Department is Rob Lightner and Paul Hughes.