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Category: Games

Harry Potter's wizardry coming to L.A. theme park

Harrypotterthemepark
Harry Potter has already made the move from books to screens to amusements -- the Wizarding World of Harry Potter has been wildly -- magically -- successful at Universal's Orlando Islands of Adventure theme park. On Tuesday, officials toasted with Butterbeer when announcing that Harry Potter would be coming to Universal Studios Hollywood.

Brady MacDonald reports:

Conventional wisdom holds that the California park will feature a replica of the Hogsmeade village and Hogwarts castle found in Florida. Forbidden Journey is generally considered to be the best ride in the amusement industry and a likely addition. Hogwarts was purposely built a few feet taller than the castle down the road at the Magic Kingdom. Expect a similar nose-thumbing in the general direction of Anaheim....

It's possible the California Wizarding World could be completely different from the Florida version. One possibility: an authentic re-creation of Diagon Alley complete with a Leaky Cauldron restaurant, a Gringotts Wizarding Bank indoor roller coaster and an Ollivander's wand shop (misplaced in Hogsmeade village at the Florida park).

Although Harry Potter is family-friendly enough to be turned into a popular theme park attraction, the books by J.K. Rowling remain among the most frequently challenged in schools and libraries.

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Can Harry Potter's movie success send anyone back to the books?

-- Carolyn Kellogg

Photo: Actors James, left, and Oliver Phelps (who play Fred and George Weasely) toast with Butterbeer following the announcement of the new Wizarding World of Harry Potter. Credit: Phil McCarten/ Reuters

The (softball) battle of the L.A. indie publishers

Softballfield
Following in the sweaty, possibly uncoordinated footsteps of New York literary journals and booksellers, four independent publishers in Los Angeles will be battling it out on the softball field this Saturday. Fans, readers and people who know something more than they do about sports are invited to attend.

Slake Magazine seems to be the primary organizers of what they're calling the Battle of the Indie Publishers. Also participating will be teams from Red Hen Press, the Los Angeles Review of Books and the literary magazine Black Clock.

I'll be the entirely unqualified umpire.

The three-game tournament is set to begin Saturday, Nov. 19 at the Elysian Valley Recreation Center, 1811 Ripple Street, at noon. Or noon-ish: "The first two teams that have the most players there by noon will play first," Slake explains. Here's some more from Craig Gaines, who is helping to organize the event.

Baseball has long been considered the most literary of sports, and while no one in this contest claims to be the most athletic of literaries, a tournament of this sort is long overdue. Consider this tournament of independent Los Angeles publishers our tribute to writers such as George Plimpton and Jon Krakauer, men of both letters and action. ... Or, seeing as how most of us have spent much more time at keyboards rather than batting cages lately, maybe tribute is too strong a term. But compete we shall.

Writers who promise to play include Seth Greenland, Mark Haskell Smith, Tod Goldberg, Victoria Patterson, Matthew Specktor, and John Albert, who actually knows how to play softball. The event will be over by 4 p.m. -- the games will be cut off after a little more than an hour, if necessary, so the tournament can conclude in a single day. After 4 p.m., expect at least a few of the hardy softball souls to adjourn to the clubhouse. That's what they call the place with the beer, right?

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The Reading Life: The New Yorker's grand old game

David Foster Wallace, via the Decemberists [video]

Famous authors on ziplines [video]

-- Carolyn Kellogg

Photo: A softball player. Credit: Rhys Asplundh via Flickr.

Playing L.A. Noire: A book nerd detects and tries to drive

  Lanoire_shotgun

It doesn't matter that I have driven, without incident, across the country more than two dozen times -- when it comes to making a right on Alameda in a classic 1940s automobile, I haven't got a chance. I'll mow down light poles, send hot dog carts flying and plow right through magazine stands. Once, I managed to hit three pedestrians simultaneously -- pinning two beneath my wheels and trapping the last between my bumper and a wall that I swore came out of nowhere -- and I had to back over their squirming, bleeding bodies to get free. I covered my face with my hands. "I'm sorry," I cried. "I'm sorry, I'm sorry!"

Of course, this wasn't a real road. It was 1947 Los Angeles, and bookish me was bumbling my way through the detective-novel-inspired video game L.A. Noire.

L.A. Noire, which debuted this week, is from Rockstargames, the same people who brought us Grand Theft Auto. Yet with its fully illustrated main character, detailed action and deep narrative, it is a very different game from the one that made the company famous.

Nevertheless, it still has a significant driving element. For people who mastered it years ago, the driving is a snap -- when a group of us played Wednesday night, the most experienced gamer, upon a whim, adeptly steered through the soft green lawns of Pershing Square. Then he decided to try to shoot the car up a set of stairs ascending Bunker Hill (the attempt failed, but with a little more momentum, it could work).  But if you're someone who isn't accustomed to steering a car with an XBox controller, just getting around the L.A. Noire world will take some practice.

Letting novice players find their footing is something the game designers had to consider. L.A. Noire seems targeted at a crossover audience -- people who, like me, are attracted by the classic detective story content, or the vintage Los Angeles setting, more than the whiz-bang game-iness at hand.

So is there any hope for someone whose gaming experience started with Zork on a mainframe and stopped with the high score on Ms. Pacman? Can those who are new to new video games actually play L.A. Noire?

Continue reading »

Barnes & Noble's Nook gets Angry Birds

Angrybirds_nook

Barnes and Noble's Nook Color device made a clear play to move from e-reader to tablet Monday by adding apps, including the popular game Angry Birds.

Pandora Internet radio, the recipe app Epicurious, the news app Pulse and the game Uno are among 125 apps available in the new Nook Apps store. Our Technology blog explains:

The updates come as the Nook Color is being switched over to a newer version of Google's Android operating system, called Froyo. Unlike the Honeycomb software, which was designed specifically to run on tablets, Froyo was designed for phones but is on many tablets, such as the Samsung Galaxy Tab.

But while the Nook Color can now run Android Froyo, it won't be running all Android apps. Instead, Barnes & Noble is asking developers to optimize their apps for the Nook Color and submit them through the Nook Apps store, rather than simply allowing users to download apps from the Android Market.

In an important move for readers, a new social networking app called Nook Friends will allow Nook users to, our Technology blog writes, "see what their friends are reading, read reviews of books, loan books to each other, share quotes from a book, list their progress in a book and recommend a title to a buddy."

That's the kind of social reading that many publishers and developers have been talking about. The only problem is that it's not platform-agnostic -- in other words, someone using their Nook has these robust sharing capacities only with other Nook users, not all other e-book readers.

However, one ubiquitous social networking tool is part of the new Nook color package. Hitting "like" buttons next to specific titles in the Nook bookstore app will now show up on readers' Facebook pages.

-- Carolyn Kellogg

Image: Angry Birds running on a Nook Color tablet from Barnes & Noble. Credit: Barnes & Noble

Will L.A.'s classic detective fiction surface in Rockstargames' 'L.A. Noire'?

When given the controls of Grand Theft Auto, I can do little more than veer into buildings until I get busted. Once an expert at video games -- the seriously uncool kind, like Ms. Pacman -- I've fallen almost entirely out of the Playstation-Wii-Xbox loop. And yet: I cannot wait to play "L.A. Noir" from Rockstargames.

"L.A. Noire" is coming May 17 from Rockstargames, the same company that makes Grand Theft Auto; it's is available now as a pre-order for Xbox and PS3.

In the game, you are Cole Phelps (portrayed by Aaron Staton, Ken Cosgrove in "Mad Men"), a patrolman whose task is to work his way up through the ranks of the corrupt late-1940s LAPD. It was a violent time, full of big, stylish cars -- which I no doubt will smash into any number of buildings. Those buildings are said to be an incredibly fully realized reproduction of Los Angeles circa 1947. Some experts quibble, but chances are the landscape will be close enough. Close enough for me to crash a Packard into Echo Park Lake, I hope.

Continue reading »

Book meets e-book in 'Final Jeopardy: Man vs. Machine'

Finaljeopardy Brad Rutter, Ken Jennings and a computer named Watson go into the second round of their battle to see whether man or machine will triumph in the trivia game Jeopardy on Tuesday night. And already, I'm holding a book about the contest in my hands.

The book is "Final Jeopardy: Man vs. Machine and the Quest to Know Everything," by Stephen Baker. Baker delves into the history behind Watson, the computer and the people who mapped out the challenges and strategies for making it a Jeopardy-solving champion.

To be fair, my copy of the book is an advance, and lots of books have advance copies. But this one is different: On Tuesday, before the match is over, anyone can buy the chronicle as an e-book (for Kindle, Nook, etc.). Even though the book, like the match, isn't finished yet -- because the story isn't over.

But when the week grinds down to Final Jeopardy and the match is over, the book will be finished. People who've purchased the e-book already will get an update with the last of the material that tells the story of the showdown. New e-book buyers will get the whole thing. 

And publisher Houghton Mifflin Harcourt says the hardcover version of the book, with the new material about the match, will follow very soon.

So a book that's timely is available right now, instead of coming out months later, as the pre-e-book publishing model would have mandated. As the men struggle against Watson (poor Ken Jennings, in third place), maybe a little distraction of how the machine came to be so smart will be welcome.

-- Carolyn Kellogg

Photo: Alex Trebek, Ken Jennings, Watson and Brad Rutter. Credit: Associated Press

Scrabble is a Kindle bestseller. Is the e-reader getting game-y?

Kindlescrabble

Are the days of knowing the Kindle as a dedicated e-reader over? On Sept. 24, Scrabble for Kindle launched. On Wednesday, the $4.99 Kindle Scrabble -- created by Electronic Arts for Hasbro Inc. -- was the No. 2 bestseller in Kindle books, after having reached No. 1 earlier in the week.

This is, of course, something of a misnomer -- Scrabble isn't a book, it's a game. And this addresses the larger issue: Is Kindle an e-reader? Or does it want to be something more?

Amazon opened up a path to Kindle diversity in January when it announced the Kindle Developer Kit, allowing programmers to create Kindle-based apps. About a month ago, Amazon debuted two word games of its own, but neither has the name recognition -- nor, apparently, the popularity -- of Scrabble.

When Amazon debuted its Kindle e-reader in 2007, it swiftly took e-readers from curiosity into the mainstream. E-book consumption has been on the rise ever since. In the second quarter of this year, Amazon announced that for every 100 hard-covers it sold, it sold 143 e-books. The publishing industry has been scrambling to address the new issues raised by e-books, which include everything from pricing schemes to digital formats.

Although there are other e-readers -- Barnes & Noble's Nook, the Sony Reader, Borders' Kobo -- Amazon's Kindle has been the engine at the head of the e-reader train. But with Scrabble, an electronic game, it seems to be exploring another track.

The big rival here is Apple's iPad, and the other tablets -- such as the just-revealed model from Research in Motion -- that can serve as e-readers and a whole lot more. An iPad owner can read an e-book, check e-mail, surf the Web, watch video and, if he's artist David Hockney, create a New Yorker cover. Along the way, an iPad owner can play games -- lots and lots of games. Among the more than 5,000 apps available for the iPad, there are hundreds of games.

If each of us can carry only so many electronic devices at the same time, it's no wonder the Kindle is beginning to branch out. And the popularity of Scrabble shows that people who are carrying the Kindle, in addition to reading, want to play.

But there are a few drawbacks. Multi-player Scrabble on the Kindle can only be conducted in person, by passing the Kindle back and forth -- it's more like the analog, wood-tiled version of the game than its Internet counterpart.

Kindle owners excited about Scrabble on their device may have to be satisfied with just that. As the website Mashable notes, that there have only been three Kindle apps released is "somewhat disheartening," and "given the Kindle's lack of a touchscreen, ability to play animations, and myriad other capabilities that allow for highly interactive apps," a robust app selection "doesn’t seem likely."

And if Kindle does release more apps, and, like Scrabble, they make the "bestsellers in Kindle books"  list, will Amazon have to give its list a new name?

-- Carolyn Kellogg

Photo credit: Carolyn Kellogg

'The Great Gatsby' video game: not so great

Gatsby_videogame

If you read F. Scott Fitzgerald's "The Great Gatsby" and decided you'd really like to enter Gatsby's world, a video game might just do the trick. Sadly, the PC-based video game "Classic Adventures: The Great Gatsby" from I-play, despite having a feel for the texture of the world and a swingy Jazz Age soundtrack, falls short.

Here's how it works: You are introduced to the main players at the beginning: Jordan and Daisy and Tom and Jay Gatsby. You will be Nick Caraway, of course, just like in the book.

What's different from the book is how your character can act. In Fitzgerald's novel, Nick drinks and flirts and moves around in the world. Although you have his literal point of view in the game's scenes, the camera -- or his vision -- never budges. It's simply a fixed perspective looking onto a static tableau. Your task as Nick is not to drink or any of the rest of it, but to click on a number of items hidden in the background. Umbrella, mask, pineapple -- click, click, click! When you've clicked on them all, the scene dissolves into a transition or the next scene.

In the more dynamic scenes, two or three characters might talk to each other for a few seconds. That's how the story advances -- you're a bystander, with nothing to do but listen to the jazzy score and point and click, point and click.

All this pointing and clicking gives you points, which can be spent to decorate a library. There isn't any payoff other than the points and the well-appointed library: no sitting by the fire in that chair you purchased, no petting the dog you just bought, no reading any of the books you've gleaned from earlier scenes. Just decorating. Sure, Nick had house envy, but given a fancy library, wouldn't he want to enjoy it, to pour himself a martini and relax?

Once in a while, the game mixes it up by giving you a new task, such as clicking on items in a transition scene as a storytelling voice-over plays. In one, you actually do mix a martini (by clicking on the shaker).  In a few, you are asked to type words that float down the screen; when the words are completed, they appear in a block of text and become more voice-over narration. This might be a nice meta-touch, but you're not put in Fitzgerald's seat -- instead of typing a sentence or two, you type a scattering of words from an excerpt, like a jumble. 

Yet the typing is the closest you get to moving the story along. This points to the problem with making a video game from a novel: Novels are linear. You already know how "The Great Gatsby" ends, and how you get to that ending.

But in case you don't, further discussion is hidden after the jump.

Continue reading »

Mark Twain meets Super Mario on Nintendo's e-reader game player

e-readergameshandheldMark TwainNintendoSuper Mario
Mario_marktwain

Three months after debuting in England, Nintendo's Classic Books pack is coming to America. The set will include 100 classic works of literature, including books by Mark Twain, William Shakespeare, Bram Stoker and Arthur Conan Doyle.

Another new Nintendo arrival will be the oversized DSi XL hand-held player. Set to arrive on March 28 and priced at $189.99, the DSi XL has a large 4.2-inch double screen and comes in stylish burgundy and bronze cases. What else is new? It will serve as a game device and an e-reader.

Does that mean Nintendo is going head-to-head against Amazon's Kindle, Apple's iPad, the Sony e-reader and the Barnes & Noble Nook?

"It’s not really about trying to take on the e-book market,” Cammie Dunaway, vice president of sales and marketing for North America, said in an interview. “It’s just one more way to enjoy your device.”

But she says a bit more in the Venturebeat video below. "Who needs a Kindle or an iPhone when you've got this?" the interviewer asks. "I don't think anybody does," Dunaway answers.

Readers using the DSi XL, as Dunaway demonstrates, will turn the device on its end. The two screens will serve as a double-page layout, mimicking the experience of holding an open book.

-- Carolyn Kellogg

Photos: Mario, left. Credit: Nintendo; Mark Twain. Credit: Library of Congress.

Last-minute lit gift: The Unlimited Story Deck

Tait JohnsonUnlimited Story Deck

Unlimitedstorydeck

Whether you're stuck for a last-minute literary gift or for the next turn in your novel-in-progress, the Unlimited Story Deck may be the answer. Developed by Pennsylvania college student Tait Johnson, the Unlimited Story Deck is a card game that takes classic storytelling elements, like character and setting, and melds them with the interactivity of multiplayer games and the serendipity of Tarot. And he's made the game available online for free download with a Creative Commons license: just print the cards, cut and you're ready to wrap your last-minute gift.

"I have been writing stories since I was a child and with a serious intent since 2000," said Johnson, 29, now a creative-writing student at the University of Pittsburgh. He created the Unlimited Story Deck for a class on narrative and technology, but its scope is larger than the classroom. "I'm somewhat of an autodidact," he said. "In all the years I wasn't in school, I never stopped teaching myself and reading everything I could."

The volume and breadth of the storytelling elements in the deck are exhilarating. The 90 characters include a dandy/hipster/fop, an athlete, an artist, a doctor and a robot, a spy, a superhero, a troubled teen, a thief and an undead/zombie/mummy/ghoul. Of course -- you can't have a story game in this millennium without zombies.

But that's just the beginning. To build the stories, there are cards in four other categories: setting, events, objects and dynamics. There are lots of choices -- but like any story, the first choice you make begins to give it shape. And here, the shape -- and the fun -- comes from playing the game.

Any number of people can play. Seven cards are dealt, and the first player begins the story by telling it to the group -- one, the scribe, writes it all down. The cards serve as prompts for the story that the group tells, player by player. Unlike the absurdist storytelling game Exquisite Corpse -- in which people only know a little bit of the story when it's their turn to add to it -- the challenge here is to get multiple storytellers to create something together that makes sense yet has all the best parts of story: character, conflict, resolution.

Those familiar with Tarot will recognize some of the rules of play, which are fairly simple. A character can be given an attribute by playing one card on top of another. An inverted card means its opposite -- the marriage card, played upside-down, would mean divorce. Cards set perpendicularly mean ongoing action in order to keep track of complex stories. Dynamics cards set in a prominent place can set the mood or the genre of the story -- watch out, postmodernism is in there.

The narrative connections are made in the story as it's told -- and parallel narratives can be built out on different parts of the table. With seemingly endless possibilities, what's interesting is how the narrative choices will force the story to narrow and bend. Maybe you hope to play your celebration card, but someone has put the character in a swamp. Can you make it work?

In bringing the deck to classes to test its play, Johnson sometimes worried that it had too many choices, that it was too big. But he also noticed that the players sometimes moved in similar directions, as if responding to some burbling cultural meme. For example, when playing the character card genie/djin/leprechaun -- "This spirit may grant a wish or three, but watch out what you ask for!" -- people always chose the leprechaun. Maybe "djin" is too hard to pronounce, and genies aren't hip these days. Or maybe it's that tricky leprechauns seemed to have the most narrative potential.

As for future plans, Johnson hopes to find an artist to create "nonprescriptive" illustrations; he knows words aren't the only way we tell stories and, he said, "people like to look at pictures on cards." And he's considering splitting the deck -- making one that's kid-friendly (no sex or drugs), or one that doesn't include fantastical elements. Although he's noticed that it's the fantastical bits that open up players' imaginations the most. 

"It would be great to find a larger range of people for beta-testing, including already established authors," he said, "but with another semester coming up, moving forward on this might have to go on hold for a couple months." He's also hoping to get back to his novel, which he set aside to create the Unlimited Story Deck.

If he finds the novel-writing difficult, he can always return to his cards. Like any decent card deck, this one can be used for solitaire. A lone storyteller could use the cards as a prompt, or a challenge. Stuck on your plot line? Pick a card, any card.

-- Carolyn Kellogg

Images courtesy Tait Johnson

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