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1. door
At
the Holo-Dek gaming center in Hampton, there is a room with a 13-foot
screen, a screen that fills one entire wall. It's lit by a powerful
projector, which is in turn controlled by an Alienware computer, a
machine built just for gaming.
You can use it--the screen, the
room, the computer--for other things. You can watch 13-foot-wide
television shows, or put on 13-foot-wide PowerPoint presentations, or
even, as our guide Jeff Sullivan demonstrates, check your 13-foot-wide
e-mail.
But that's not what it's for.
When Sullivan
powers up the game Far Cry, the room floods with light and the wall
seems to fall away, replaced by palm trees and tropical blue sea and
the sandy beach of a desert atoll. Tiny, frothy waves lap at the carpet
from the bottom of the screen, rendered in exquisite detail, smooth and
fluid and lifelike.
When projected at this size, the game
unfolds at human scale. An opposing soldier appears about six feet
tall, and railings and fences come up about waist-high.
It's as if the wall has fallen away and left a doorway in its place.
But to where, exactly? I don't recognize this island.
2. buy the numbers
Video
games sales in 2003 exceeded $7 billion, according to the Entertainment
Software Association-double the amount sold in 1996. There were 239
million games sold, $5.8 billion in console games and $1.2 billion in
PC games.
In comparison, movies grossed $9.5 billion at the box
office in 2003, according to the Motion Picture Association of America.
Although that number does not include DVD sales or other revenue, it's
still instructive in seeing just how quickly the video game business
has grown up. For that matter, a high-profile game often costs as much
as $10 million to develop, which is comparable to the production budget
of many movies.
The personal computer has become a common
household appliance, and, at the end of 2003, more than 70 million Sony
Playstation 2 video game consoles had been sold worldwide, and roughly
10 million Microsoft Xboxes and 10 million Nintendo GameCubes.
And
millions of those gamers have migrated online, whether to duel with
friends and strangers across the web or to collaborate in online
universes like Star Wars Galaxies, or Everquest, or the Sims.
There are a lot of people out there playing games.
3. building it bigger
It's
telling that the video game industry is so often compared to the movie
industry, since that's exactly the direction that Mike Fortier and Kit
McKittrick, co-founders of Holo-Dek Gaming Inc., want to take it.
"Basically,
this is a video gaming theater... like a movie theater for gaming.
Everybody gets a state of the art PC and at least a six-foot screen,"
says Fortier.

A set of gaming stations with 73-inch screens.
photo by Josh Pierce
It
is an impressive set-up, even if it is tucked away in a middle-aged
office park just off Route 1 in Hampton. The screens are large and
bright and elegant, and the rooms are open and spacious-it feels much
more like a theater than an arcade.
There are 16 f the 73-inch
screens, three 100-inch screens, and the big 13-footer. All can be
connected to PCs or Xboxes, and players can play singly, or against
each other, or online.
Open for only three weeks, the dimly-lit
rooms are peppered with teenage and 20-something gamers playing
Half-Life 2, or Halo 2, or Far Cry. Yet despite the massive carnage and
techicolor sci-fi action exploding on the walls all around, Holo-Dek is
quiet, since the gamers are playing with headphones on. The space feels
civilized, clean, and relaxed.
And, without getting up from their station, gamers order food and drinks on-screen, which are then delivered to them.
"This
idea came from my son," says Fortier. "I had one of these projectors
for work, and he was bringing it down in the cellar and setting it up,
and every weekend we'd have ten kids in the cellar, and I'd feed them
pizza...
"Then Kit came to me and asked me if I could build
some simulators for him for a theme restaurant... and while we were
doing some of the investigation and he was explaining the market to me,
I saw some of this and I thought, 'There's a business opportunity
sitting in my cellar.'"
Fortier is a Seacoast native who peppers
his speech with entreprenurial terms like "value proposition," and with
good reason. The Hampton Holo-Dek is just a pilot for something much
larger.
In a large work area out back, he shows us their other
gaming innovations. The first is a huge curved 180-degree screen lit by
three projectors.
"Normally in a PC game what you get is the
one straight-on view. What we've actually done is expanded that to 180
degrees, so you're seeing much more than you would normally see... so
if you're playing, for example, Unreal Tournament, you're now seeing
that person before he walks into your normal view, so it actually gives
you an unfair advantage," note Fortier.
Next to that towers the
sphere-a 20-foot-diameter globe screen with a robot at its center. When
finished, the interior will be wholly lit with the game of your choice,
360 immersive degrees of tropical island or race track or deep space,
and the robotic seat at the center will simulate acceleration, or the
oscillation of driving over gravel, or the continuous spin-out of a car
that has lost traction.

The gaming sphere, and a track system for hanging gaming stations en masse.
photo by Josh Pierce
It's
easy to miss the last device in the workshop, but that would be a
mistake. It's a track system for hanging those 73-inch screens in bulk.
The overhead track could be hung in some big room, dangling rows and
rows of projectors and projection screens making up each gaming station.
"We could just come in and take over a warehouse," explains Fortier.
If
the prototype gives them the answers they're hoping for, their model
installation would have four spheres, 12 of the 180-degree theaters,
300 gaming stations with hanging 73-inch screens, and a full
restaurant.
And they imagine hundreds of these, all across the country, with the first one planned for Baltimore, Md., sometime in 2005.
Take
a minute to think about that-300 73-inch rectangles floating in rows in
a dim warehouse, all lit with the light of games. They are all linked
together, and then linked to others around the country, and all around
the gaming world.
It's a huge idea, and it feels like the future.
4. fun
There are many reasons to love video games.
They take us to exotic locales, like movies in which we are able to participate.
"A
lot of the time, it's just about seeing the world (of the game)," says
Kris Doane, owner of The Tower in Exeter, a more traditional video
gaming center with 11 networked computers. "A good game, even a
first-person-shooter, has a storyline and content in it that makes it
like a movie, and it's a movie that you get to be an active part of."
Video
games allow us a range of motion and experience that frees us from our
physical bodies-our agility and speed is limited only by the quickness
of our minds and the coordination of our hands on the buttons. We can
run without getting tired, we can die without feeling pain, and we can
fly using the same buttons we use to walk. Time can be compressed, or
stretched out, or stopped.
"In a first-person shooter, you don't
have to get the paintball guns and run around in the woods for five
hours to get the same exhilaration you get after 10 minutes logged on
to a game," notes Doane.

Holo-Dek's prototype 180-degree game theater.
photo by Dave Karlotski
And
in any good video game, effort yields results. "A game that doesn't
reward a player for playing the game doesn't exist," says Doane. "You
might be getting nowhere at work, but if you go home and play that game
for two hours, at the end of it you've got that new sword, or the high
score on the server, or something."
"Even in a room full of
connected computers, every player is generally self-involved," notes
Hector Diaz , owner of the Jumpgate science fiction stores and an avid
non-electronic board- and role playing-game player. Hector worries
about some of the shortcomings of video game culture.
"I prefer
games where I can see the expressions on the faces of my friends as
something happens that causes them to spit up their drinks, fall down
laughing or hit me with a painful pun. I think most parents have
experienced their kids becoming monosyllabic drones attached to a
Playstation or a Gameboy. A non-electronic game forces interaction
between living and breathing people, and the best games offer something
for all the senses."
But video games are becoming more and more
social. One of Doane's favorite memories from gaming is a complicated
story about the bleedback from virtual reality into straight reality,
and then back again, during his time playing the massive multiplayer
online role-playing game (MMORPG) Anarchy Online.
"Some of the
players in the game started using SHOUTcast to run (an Internet) radio
station, and they'd run it in character. So what they'd do is they'd go
to one of the bars in the game and announce to the people in the game,
'Hey, we're about to have a radio party, so turn down the volume in the
game and turn up WinAmp or Windows Media Player, and put in this
address.'
"So the guys who were DJing would be in the game, in
character and playing music at the same time. So people would make
requests in the game, and they'd get played on the radio.
"In reality, I'd never become a DJ, but in that game I had a weekly talk show."
Why does that sound like so much fun? Why does taking an imaginary world and warping it further seem like such a good time?
5. it's a D&D world
"Virtual
reality" is a term that lost its sexy sheen a while ago-possibly after
the abysmal 1992 movie The Lawnmower Man soiled it with stink- but the
idea hasn't gone anywhere.
It's simply been subsumed into the
larger concept of video gaming, nearly all of which are virtual
simulations of one kind or another-either of actual terrain, or of the
mechanics of armies, cities and societies.
And if all of these
games can claim one common ancestor, it would have to be Dungeons and
Dragons, a game designed to model reality with just pencil, paper and
dice.
So many conventions in modern videogaming descend straight
from D&D: numerical methods for measuring life, character strength,
for determining the outcome of battles or the accuracy of weapons, for
assessing damage and modeling commerce in a fantasy setting. Almost
every game, from Doom to Pokemon to Everquest, uses some variation of
these devices.
It was in 1972 that the role playing game industry
was born out of a 50-page manuscript of rules from Gary Gygax's
portable Royal typewriter, explains Diaz.
"D&D was originally
developed by Gary Gygax and Dave Arneson as a variation of historical
miniatures simulations. Instead of using stats for military units, they
started applying stats to specific miniatures. This allowed for
simulated confrontations between individual 'soldiers' rather than
units.
"For a fun change of pace, Gary and Dave created a
fantasy scenario for their individual combat simulation rules, thus
introducing mythical creatures and the game stats for them. That was
the basis for the original Dungeons and Dragons."
Chris Dellario
is a Nottingham resident who does game programming for Whatif
Productions. He traces the origin of those military miniatures
simulations to the training of Prussian military officers in the late
19th century.
"It was called 'Kriegspiel' or 'war play,' and it
involved simulating troop and artillery movements on the battlefield,"
Dellario says. "In 1913, H.G. Wells popularized this professional
activity for civilian hobbyists by publishing "Little Wars," a rule
book for playing a simplified version of Kriegspiel in the home.
Wells's work gave birth to the hobby of wargaming, and that in turn led
Gygax and Arneson to create Dungeons and Dragons."
We think we
can take it back even further. Much of what our minds do is mimicry and
simulation-we each carry, in our mind, a model of our world.
So
as near as we can tell, a couple of hundred thousand years ago we
started telling stories, and etching lines on rocks. Drawings and
carvings mimicked our visual experiences-simulated what we had seen-and
eventually evolved to portray depth. Movies created the illusion of
motion, while books captured and preserved intricate internal mental
states and modeled reality using the languages that we had developed to
understand it.
D&D applied numerical modeling to these
fledgling worlds, and computers standardized them and propogated them
across the Internet.
We're tunneling out of reality by building a new one, and it's a project we've been working on for a very long time.
6. mimsy were the borogoves
In
the 1943 short story, "Mimsy were the Borogoves," author Lewis Padgett
wrote about a group of young children who received a set of strange
toys from the far future. The toys were inscrutable to adults, since
they did not obey normal rules. The toys behaved in nonsense ways, like
an "Alice in Wonderland" poem, following neither the conventions of
cause and effect, nor the rules of known geometry, so the adults
dismissed them.
But the children enjoyed the toys nonetheless.
And as they played with the toys, the children began to behave
strangely. Eventually, through play, they came to understand the rules
that governed the toys-the deeper rules of the universe, that only the
toys' creators understood-and in so doing, moved far beyond their
parents' teaching, into the future.
With each passing day, we
better understand the rules that govern the physical world. But what
are the rules that have governed our imaginations for the past few
100,000 years? What if we are only just now building the tools that may
allow us to plumb that mystery?
We stand on the shore of a new world, and its lands are made of light. |