MachineMachine /stream - tagged with evil https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[What Is 'Evil' to Google? - Ian Bogost - The Atlantic]]> http://www.theatlantic.com/technology/archive/2013/10/what-is-evil-to-google/280573/

Last week, another distasteful use of your personal information by Google came to light: The company plans to attach your name and likeness to advertisements delivered across its products without your permission.

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Sun, 24 Nov 2013 05:12:51 -0800 http://www.theatlantic.com/technology/archive/2013/10/what-is-evil-to-google/280573/
<![CDATA[Georges Bataille : Literature And Evil]]> http://www.youtube.com/watch?v=-WiwNekNJGA&feature=youtube_gdata ]]> Sun, 15 May 2011 03:29:37 -0700 http://www.youtube.com/watch?v=-WiwNekNJGA&feature=youtube_gdata <![CDATA[Top 50 worst videogame voice acting]]> http://www.youtube.com/watch?v=ulbotKa5LnM&feature=youtube_gdata ]]> Tue, 08 Dec 2009 12:12:00 -0800 http://www.youtube.com/watch?v=ulbotKa5LnM&feature=youtube_gdata <![CDATA[Evil Lair: On the Architecture of the Enemy in Videogame Worlds]]> http://bldgblog.blogspot.com/2009/05/evil-lair-on-architecture-of-enemy-in.html

Game developers are unconstrained in their designs for the enemy. Such designers will be punished with poor sales, not death in the gulag, if their designs for the overlord are unpopular. They could go anywhere with the homes of evildoers: halls of electric fluorescence, palaces carved from corduroy, suburban back yards.

And yet, in spite of this freedom, most videogame designers choose to make a definite connection to familiar – or real-world – architecture. Perhaps they think that the evil lair must emanate evil. There's surely no room for ambiguity with videogame evildoers: the gamer needs to know that it's okay to aim for hi-score vengeance.

Conveniently, evil already has a visual language. Put another way: I have seen the face of evil, and it is a caricature of gothic construction. There's barely a necromancer in existence whose dark citadel doesn't in some way reflect real-world Romanian landmarks, such as Hunyad or Bran Castle. The visual theme of these games is so heavily dep

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Sun, 17 May 2009 03:23:00 -0700 http://bldgblog.blogspot.com/2009/05/evil-lair-on-architecture-of-enemy-in.html