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14.
Barcode Battler
Hash-based character generation
Developed by Epoch.
Reason for inclusion:
A Pokemon-style game that generates
monster stats in a unique way: it uses a hash function applied to data
contained in UPC-style barcodes.
The game:
It's really an awesome idea.
There is this game called
Barcode Battler, and it once caused quite a stir in Japan. The way
it worked is, the players each swiped ordinary UPC-type codes, culled
from any product in the player's house, into the machine's attached
barcode scanner. This data, ordinarily used for retail purposes, would
be read by the machine and, after putting it through an obfuscation
process (like applying a hash function, or using it as a pseudo-random
number generator), used to define the essential statistics for a "monster."
The monster could then be pitted against another player's monster, generated
using the same process but probably using a different code.
The result of this is that,
since there is no real randomness in the monster generation mechanism,
scanning in the same code always produces the same monster. The result
is that, just as the data that defines a character in a game is, in
a sense, identical with that character, the use of a physical barcode
to generate statistics for an "animal pal" kind of character
gives the code and its visual representation a kind of shared identity.
It also sets up a real-world,
Magic: the Gathering-style economy around the codes. The story goes
that Barcode Battler enthusiasts, upon finding a code that produced
a good monster, would end up causing sell-outs of the code's product
as many players rushed out to obtain their own copy. Yet unlike in CCGs,
the makers of the Barcode Battler system obtained no financial
compensation for their system, a powerful incentive to run such games.
And unlike the card games,
the rarity comes not from limiting the availability of the signifying
objects, for there is no good way to ensure a popular product won't
produce the best possible monster, but simply through making the powerful
attributes less likely to come up. It may well be that 20-ounce
bottles of Coke could produce the SuperMegaDragon, but the designers
can make this unlikely by using a much smaller portion of the species-space
for the dragon.
Design lesson:
The obfuscation system is an
important part of all this. If it were easy to tell which barcodes produced
good monsters then players wouldn't actually have to scan them in, or
even cook up their own monsters using homemade barcodes. The fact that
the link between codes and monsters is unknown to most players makes
the process mysterious, and thus, it seems more real.
It was copied by the U.S. game
Scannerz, which uses a similar kind of system. Another series that
uses this system is the PlayStation versions of Monster Rancher,
which instead of barcodes uses the data off of ordinary CDs put into
the console's disc tray.
Links:
Wikipedia's article on the game
is informative.
An enthusiast site for the
UK version of the device.
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