Over the Edge + November 25, 2009 ~ Gamers make geekiness a Steampunk Computer Creations: good thing SHAWN O'HARA NEXUS (CAMOSUN COLLEGE) VICTORIA (CUP) — Some people have never heard the phrases “roll for initiative” or “at- tack of opportunity” before, and theyd probably be confused if someone asked how many ranks they had in Spot. For others, phrases like this make up a vocabulary they know all too well — one that’s been part of what they do, and also a part of how they keep themselves sane when the trials and tribu- lations of everyday life come a- knockin, They're gamers. More specifically, they're role-playing gamers. Role-playing games (RPGs) allow players to each control a single character, made using the game's rules. They speak for them, describe their actions and make dice rolls to determine their outcome, Another player, called the game master (GM), controls the setting and support characters, as well as villains and enemies, describing the events of the fantasy world. Gamers come from all walks of life, and many get into the hobby by accident. “It’s something I found in a bookstore on vacation when I was younger,’ says Jesse Cowell, a writing and theatre student at the University of Victoria (UVic). Cowell was drawn to gaming as an outlet for his in- terest in storytelling, “I'd sort of been making stuff up for a long time,” he says. Despite an interest and pas- sion for gaming, a lot of players are reluctant to bring up their hobby with friends and family, for fear of ridicule and embar- rassment. Cowell recalls a time in acting class when the subject came up. “All but one or two people laughed. No one likes to feel like that. No one likes that feeling of derision,” he says. Carson Upton, a graduate of Victoria-based Camosun College's computer engineering program, found his RPG hobby was with disapproval from his family. “My parents both used to be pretty conservative Christians,’ recalls Upton. “There was a time when [RPG Dungeons & Drag- ons] had a bad reputation, and my parents were being told that it was somehow evil, and would lead to things like Satan wor- ship. They never really tried to stop me, but they didn't approve. They're okay with it now, though I doubt they'd ever give it a try or anything.’ Despite the criticism they find along the way, neither Cowell nor Upton regret what they do. “Tt’s my hobby. I sort of make of a point of it,’ says Cowell. “When I make friends, I say, ‘I'm a gamer, Is there gonna be a thing with that?” Upton says he's “always sort of reveled in the geekiness” of gam- ing. Like most hobbies, real-life gaming isn't free. With rule- books costing upwards of $30 or $40 a pop, it can start to add up. Upton says over the course of his gaming career he's probably spent around $1000 on books, as well as thousands more on trips to various gaming conventions. Similarly, Cowell, over the course of the last six or seven years, says hes spent close to $10,000 on rulebooks and other gaming paraphernalia. “Let me put it this way. I don't drink, and I don’t have a car,’ says Cowell. “This is where I spend a lot of my money, Sometimes T'll buy a game to read it, even though I know I'll never play it.” For a lot of gamers, RPGs are an easy and enjoyable way of spending time with their friends, “When enough people hang out and do this it becomes the default social activity, says Cowell. “You can spend eight hours gaming, but not all of it’s [for the game]. A lot of it is other social interaction, like hanging out and eating.” Despite the social stigma at- tached to gaming, gaming com- munities continue to grow. Up- ton co-founded the Vancouver Island Gaming Guild in 2003 with a group of friends as a way of helping gamers network. “Geeks accept other geeks,’ says Upton. Once the reputations, myths, and misconceptions are stripped away, role-playing games are just that: games, “RPGs are my social activity of choice,’ says Upton. “They let me get together with my friends and we work together to create a story.” Alan Jackson: A Boot- Arts and Culture SAMANTHA FARROW ARTS EDITOR Okay, yes, I am aware that computers are not necessarily Entertainment or Arts. However, steampunk computer creations are works of art. They're computers re- done in the theme of steampunk to look Victorian, often containing brass, bone, and wood. These elaborately done creations are becoming quite popular. One look at them and it’s easy to see why. First of all, what is steampunk you ask, or at least I did when I first heard the term, Steampunk is a branch of group from cyberpunk, and although they have some things in common, they are not the same thing, the main differ- ence being that steampunk settings usually tend to be less obviously dystopian (Dystopia is the opposite of Utopia) than cyberpunk, or lack dystopian elements entirely (in other words, lacking the whole life-is-tragic sense). Both cyberpunk and steampunk cultures tend to have a heavy influence on one another, the difference is that steampunk is more of the Victorian era, early machines combined with sci-fi or frattasy, Think H.G, Wells or the scientific romance era of the 19° century. Although K.W. Jeter’s 1979 novel Morlock Night is typically considered to have established the genre, the steampunk movement was coined in the late 80's 2 as a tongue-in-cheek variant of cyberpunk. It then became its own movement, given the whole difference with the dys- topian mood that is generally embraced by the cyberpunk movement, In light of the combination of the Victorian look com- bined with sci-fi/fantasy, steampunk has created a new look for home PCs that is becoming quite popular. Making or creating one of these PC is no easy feat. It involves table saws, your monitor, and a bunch of nail biting. This process is not to be taken on lightly, nor should be unless you are ex- perienced in carpentry and computer assembling. As I type this on my new Sony Vaio, I cannot imagine taking it apart and redoing it, though me and power tools could result in a very serious accident. The end result of one of these cre- ations, though, is stunning. Beautifully carved wood, hinged with brass, buttons made out of bone; it’s enough to make Mark Twain feel at home if he were to rise from the grave. If you want to check out the process involved with mak- ing one of these computers, or learn more about them, go to http://www.engadget.com/2008/04/24/ diyer-crafts-victorian-style-all-in-one-pc/ to view the video on assembling. Civilization IV: Better than HAAKON SULLIVAN History Class Stomping Good Concert as) _ a = SAMANTHA FARROW ARTS EDITOR It definitely wasnt an Itty-Bitty good time on November 16th as Alan Jackson and crew took the stage, driving a bunch of good ti- min’ gals and guys into a country stomping frenzy. The sea of cowboy hats moved and bounced to the authentic country sounds of this country legend. Songs such as “Summer Time Blues,’ “Itty-Bitty,’ “Like a Red Rose,” and Alan's tribute to 9/11 “Where Were You (When the World Stopped Turning)” echoed through CN Centre. Alan Jackson likes to keep it light, writing songs about things he likes, such as “I Still Like Bologna.” He's a down to earth, good ole’ fashioned, south- ern country boy who hails from Newnan, Georgia. Of course, to kick start his country music career, he and his wife relocated to Nashville, Tennessee, the home of country music, In the 90's, Jackson was considered one of the most popular country sing- ers, preferring the sound of traditional country. In fact, he and George Strait released a single in 2000 called “Murder on Music Row” in honour of coun- try’s turn to a more rock and pop sound; the single sparked a big debate in the country music commu- nity as to whether or not the sound of traditional country music was really dead. Jackson has stuck with the traditional sound of country throughout most of his songs, despite the popularity of a more rock/pop sound to modern country. Just like Brooks and Dunn, Jackson interacted with the crowd on a personal level, throwing guitar pics out to the audience during his songs. He also stopped to accept a bouquet of roses from some en- amoured ladies at the front of the stage. Although my preference for music is rock and pop, and I found some of his songs a little too religious, I have to say I really enjoyed this show. Between Jackson's deep, melodic voice, and the enthusiasm of the crowd, it was a really charged, energetic show. Hats off to Alan Jackson; now where are my cowboy boots? PRODUCTION CO- ORDINATOR Ever thought of what things would be like if the Rom- ns built the pyra- ids? What if the ikings got into a war with the Japanese? Wouldn't things get interesting if the Aztecs had nuclear weapons? All of these ques- tions can be answered with Firaxis’s new installment of the Civilization series. This game plays very similar to a strategy board game. You choose one of many starting factions (English, Greeks, Mongols, etc.) and start with a settler on either a randomly gener- ated map or a pre-selected one like a mock up of the real planet Earth. You then use the settler to establish your own city, and embark on what could be the most in depth turn based strat- egy ever created. There will be many different things you will have to worry about when managing your new civilization. Dip- lomacy, research, warfare, and religion are only a few of many important con- cepts you will have to grasp. Research done over each turn will unlock a se- lection of religions and political phil- osophies (as well as military units and buildings among other things) that your civilization can adopt, with each having their own pros and cons, There are many different combinations, of- fering many different ways to manage your state. In the expansion, Beyond the Sword, another interesting dynamic is intro- duced to the game. When you have had enough research, you can start your own corporation that can spread to cities across the world. As far as I understand, these corporations give a resource bonus to the city (i.e. a food corporation giving more food toa city), but they also take some money away from the player who owns the city for the service. If the opponent has, say, free trade for a political philosophy then there's no way they can stop it from happening. If they had mercan- tilism, it wouldn't happen at all. The AI opponents in this game are pretty clever when it comes to dip- lomacy and war. On the diplomatic stage, they always offer trade deals that are hard to refuse and will always reject trade deals that you offer that put them at a disadvantage, When it comes to war, they always attack you when they will win and always fall back when there's no chance, As smart as that is, it doesn’t exactly make war fun, You may never even use your mil- itary units if you're using a defensive strategy. This game is just beautiful on so many levels. The graphics are crisp and clear, the music is well suited to what- ever age you're in or whoever you're talking to, and there are classic quotes read by Leonard Nemoy whenever you research something. This creates an epic environment that makes it feel like you're actually managing an em- pire that will last throughout the ages. Don't let the size of this review mis- lead you. Civilization IV is a very deep, very involved game that demands that you pay attention to every minor detail of your civilization (and rival civilizations). It is a very entertain- ing game that is also highly addictive. When you get playing it's always “one more turn” as you watch hours pass by. Go on and lead the Egyptians to world domination with force, or have the French dominate the world with their culture. The world is yours. Premise/Story: 19/20 Gameplay: 37/40 Presentation: 18/20 Replay Value: 20/20 Total: 94/100