adamcrowe + games   212

Wikipedia -- The Landlord's Game
'The Landlord's Game is a board game patented in 1904 by Elizabeth Magie as U.S. Patent 748,626. It is a realty and taxation game, which is considered to be a direct inspiration for the board game Monopoly. Though many similar home-made games were played at the beginning of the 20th century and some predate The Landlord's Game, it is the first of its kind to have an attested patent. Magie designed the game to be a "practical demonstration of the present system of land grabbing with all its usual outcomes and consequences". She based the game on the economic principles of Georgism, a system proposed by Henry George, with the object of demonstrating how rents enrich property owners and impoverish tenants. She knew that some people could find it hard to understand why this happened and what might be done about it, and she thought that if Georgist ideas were put into the concrete form of a game, they might be easier to demonstrate. Magie also hoped that when played by children the game would provoke their natural suspicion of unfairness, and that they might carry this awareness into adulthood.'
games  boardgames  economics  simulation  landlordism  georgism  geoism 
9 weeks ago by adamcrowe
Mssv -- Democracy Games
'The various systems of government used in the ISDG masks a deeper conflict about whether teams are playing just to have fun, or to establish their supremacy of the game. Each team realises that the reputation of their entire website – in some cases, numbering in the tens of thousands – rests on their quality of playing, which requires a certain discipline that precludes any messing about. ‘Diplomacy on crack’ is one way to describe the ISDG... The combination of a highly complex strategy game with hundreds of players defies normal categorization into the normal genres of MMORPGs or simulation games like Everquest or SimCity. Even experienced Civilization players find the concept of the ISDG alien, since the delay between turns adds such a bewildering array of negotiation, debate and power politics that aren’t seen in normal games. To win the ISDG, a team will have to perfectly balance conflict and co-operation, not only with other teams but between its own members.'
*  civ  games  gaming  collectiveintelligence  cooperation  governance  metagaming  WTF  from delicious
august 2010 by adamcrowe
Mssv -- Democracy Games
'A democracy game is just like a normal single player game of Civilization, except with over a hundred people sitting beside you arguing about what to do. The Intersite Democracy Game takes the concept one step further by involving eight website teams scattered across the globe. Over three hundred players are spread among the teams, many of whom have played Civilization for over ten years and possess an enormous ... amount of knowledge about the game. Each team represents one civilization within the game. The ISDG revolves around savegames. It’s when a savegame arrives that teams can get down to the serious business of actually moving units around and issuing orders instead of just talking about it. Teams wait for savegames in the same way that children wait for Christmas ... Any delay in their arrival, usually caused by email problems, or (as is suspected occasionally) nefarious behind the scenes diplomacy, is a source of immense distress and rampant speculation for players.'
*  civ  games  gaming  collectiveintelligence  cooperation  governance  metagaming  WTF  from delicious
august 2010 by adamcrowe
Mssv -- One More Turn
'...it’s clear why Civilization is so compelling; every single turn of the game is a mini-compulsion loop. In every single turn, like clockwork, you move units, you achieve tangible goals, and you get new content. The game keeps you playing until you’ve have seen everything and done everything that the world has to offer.' -- Great Wall > Liberalism > The Kremlin. And I'm happy.
civ  games  gaming  gamemechanics  turnbased  rewards  from delicious
august 2010 by adamcrowe
Gamepocalypse Now -- Sunday Scavenger Hunt
This is going to sound dumb. But you know when you get the Sunday paper, and you want to find the Parade Magazine, or the coupons, or the comics, and you have to hunt through all those ad inserts to find what you want? That's really a game -- a kind of crummy game, but a game nonetheless. And I mention it because I think it is very much a good analogy for many of the future advergames we are going to see -- "hey, we have something you want -- just dig through these ads to get it!"'
gaming  games  foraging 
july 2010 by adamcrowe
3-SIDED FOOTBALL RULES
'The key to the game is that it does not foster aggression or competitiveness. ...it is no psycho-sexual drama of the fuckers and fucked - the possibilities are greatly expanded! ...penetration of the defence by two opposing teams imposes upon the defence the task of counterbalancing their disadvantage through sowing the seeds of discord in an alliance which can only be temporary. This will be achieved through exhortation, body language, and an ability to manoeuvre the ball and players into such a position that one opposing team will realise that its interests are better served by breaking off the attack and allying themselves with the defending team. Bearing in mind that such a decision will not necessarily be immediate, a team may well find itself split between two alliances. Such a situation opens them up to the possibility of their enemies uniting, making maximum use of this confusion. 3-sided football is a game of skill, persuasion and psychogeography.'
*  gaming  gameplay  games  design  seriousgames  situationist  panarchy  anarchism  voluntaryism 
june 2010 by adamcrowe
YouTube -- Ghostwire DSi - Teaser Trailer (official)
'Your portable device is used as a portal to the astral plane, and helps you find and collect ghosts that exist all around you. In your quest you use real tools, such as the built-in camera and microphone, as well as abstract ones like an "EMF tuner" for tracking down the ghosts. Once you find the spirits, you document them and find out why they haunt our world. They also give you riddles to solve. Ultimately, you will help them find peace.' -- "There is no Dana, there is only Zuul!"
games  gaming  ds  augmentedreality  treasurehunt  collecting  wardriving  electromagnetism  ghosts  liminality  liminalobjects  objects 
september 2009 by adamcrowe
Kongregate -- UPGRADE COMPLETE
"This game has crummy graphics… UNTIL YOU UPGRADE THE GRAPHICS ENGINE! And no sound? UNTIL YOU BUY IT IN THE SHOP! And no mute button!? You guessed it, this game requires you to buy that as well! In fact, nearly everything in this game requires you to buy and upgrade it first. Sound confusing? Give it a go and see!"
meta  games  gaming  diegesis  extradiegesis  gamemechanics  achievements  upgrading  tidying  virtualgoods  virtualservices  lulz 
september 2009 by adamcrowe
Smokescreen
'"You don't know me, but I know you..." Smokescreen is a cutting-edge game about life online. We all use Facebook, MySpace, Bebo and MSN to keep up with our mates - and we've all heard the stories about parties on Facebook being mobbed, or people getting stalked on MSN. The question is, what would you do if it happened to you? -- Smokescreen is a game about online identity, trust, and privacy. Launching in September, Smokescreen is from Channel 4 and Six to Start.'
sixtostart  channel4  transmedia  storytelling  games  seriousgames  privacy  security  identity  identitytheft  stalking  paranoia  trust 
august 2009 by adamcrowe
Booyah Society
"The first social game based on real-life achievements. #Follow Booyah Moments all over the world #Post to Facebook and Twitter in an entertaining new way #Celebrate you and your friends' achievements #Learn surprising things about friends, family and yourself #Be rewarded for activities you already do #Get challenged to explore new passions #Enjoy gameplay activities that help you level up in your real life #Preserve the moments that make you want to shout "Booyah!" #Gain insight into how you live your life #Collect your social updates into an easily-accessible life history. Booyah Society blends social networking, entertainment and gameplay in a way that we hope will foster personal growth and generate positive social change. It's ambitious, but we can't think of anything more worth trying. We hope you'll join us: It's going to be a heckuva ride." -- Ludotopianism. Achieving ourselves to death.
games  achievements  incentives  rewards  dopamine  puppetry  thegamingofeverydaylife  technoutopianism  ludotopianism 
august 2009 by adamcrowe
SlideShare -- Chris Thorpe: Hiding data, content and technology in real world games
Nice little SMS treasure hunt game, 'And I Saw...' which produces crowd flow analytics for event organisers, and a 'Bond' reconnaissance twitter game that plays out in secret DM exchanges with M. Also mentions the Guardian's crowdsourced 'MP's Expenses Muckracking Game'. There's a common theme here ;^)
games  gaming  ambientgaming  pervasive  location  geotagging  collecting  foraging  reconnaissance  narrativeobjects  twitter  mobile  secrecy  simonsays  puppetry 
july 2009 by adamcrowe
thatgamecompany -- Flower
"The game exploits the tension between urban bustle and natural serenity. Players accumulate flower petals as the onscreen world swings between the pastoral and the chaotic. Like in the real world, everything you pick up causes the environment to change. And hopefully by the end of the journey, you change a little as well."
art  games  flow  space  JenovaChen 
may 2009 by adamcrowe
Twitter -- #youreit
'I'm trying to figure out a way to play "it" on twitter. Any ideas? #youreit' -- ;^)
twitter  games  it  recursion 
may 2009 by adamcrowe
Spymaster
"Spymaster is a social game based on Twitter, a social messaging service. Each player becomes a master of a spy ring based upon their Twitter followers list. The more people that follow you and are playing characters in Spymaster, the more powerful your network will be. As a spymaster, you can perform tasks or attack other spymasters on Twitter. With each successful attempt, you will gain virtual currency and points that allow you to grow even stronger."
twitter  games  assassin 
may 2009 by adamcrowe
Wired -- The Complex Universe of Games and Puzzles, Simplified
Awesome! Diagram/Map: "The Emigmatrix: In the universe of puzzles, codes, and games, everything is connected. Here's how." -- Full size map on flickr: http://bit.ly/ePBlF
*  ludology  gamemechanics  gaming  games  puzzle  mystery  fantasy  magic  simulation  gametheory  mathematics  algorithms  cryptography  patternrecognition  tropes  storytelling  narrativeacts  maps  visualization 
may 2009 by adamcrowe
Wired -- How Game Design Can Revolutionize Everyday Life
'Turn the world into a game, they argue, and it works better. Give people a competition, and it can transform a dull-but-important task into something exciting. "Games create drama and excitement," as Jane McGonigal, one of the leading thinkers in the field, told the crowd at this year's O'Reilly Emerging Technology Conference. "We've done that for years with videogames, and now we can apply that thinking to the rest of life." Games can change behavior by taking bad behaviors and making them visible, so we can no longer ignore them.' -- Numbers numb.
gaming  games  design  gamemechanics  work  simulation  numbers  thegamingofeverydaylife  CliveThompson 
may 2009 by adamcrowe
New Statesman -- Screen test
'What can’t games do? ... there are certain limitations inherent in the very fabric of an interactive medium, perhaps the most important of which is also the most basic: its lack of inevitability. As the tech-savvy critic and author Steven Poole has argued, “great stories depend for their effect on irreversibility – and this is because life, too, is irreversible. The pity and terror that Aristotle says we feel as spectators to a tragedy are clearly dependent on our apprehension of circumstances that cannot be undone.” Games have only a limited, and often incidental, ability to convey such feelings.' -- Not quite true for mmorpgs.
storytelling  games  design  narrativeenvironments  catharsis  consequence 
may 2009 by adamcrowe
Wired -- Monopoly Killer: Perfect German Board Game Redefines Genre
'One of the driving factors in Settlers—and one of the secrets to its success—is that nobody has reliable access to all five resources. This means players must swap cards to get what they need, creating a lively and dynamic market, which works like any other: If ore isn't rolled for several turns, it becomes more valuable. "Even in this tiny, tiny microcosm of life, scarcity leads to higher prices, and plenty leads to lower prices," says George Mason University economist Russ Roberts, who uses Settlers to teach his four children how free markets work. Wheeling and dealing turns out to be an elegant solution to one of the big problems plaguing Monopoly—sitting idle while other players take their turns. Since every roll of the dice in Settlers has the potential to reap a new harvest of resource cards, unleash a flurry of negotiations, and change the balance of the board, every turn engages all the players. "The secret of Catan is that you have to bargain and sometimes whine."'
games  design  gamemechanics  resource  management 
april 2009 by adamcrowe
collision detection -- Teleportation, the last battle, and the Creator talks: How the world ends inside an online game
On solsastalgia: "the homesickness one feels not when one moves away, but when one’s home environment vanishes before one’s eyes." -- "...now that economic hard times are here, more online worlds are dying, and here’s the interesting thing: They’re realizing that they owe it to their long-time players to make it into a sort of event. Game designers are realizing that ending their world in a dramatically satisfying way is actually a very interesting logistical, ludogical, and emotional trick. In essence, we’re slowly seeing the emergence of eschatology as a design challenge."
psychology  behaviours  games  design  virtualworlds  mmorpg  narrativeenvironments  eschatology  apocalypse  emotion  emotionalintelligence  solsastalgia  nostalgia  loss  death 
march 2009 by adamcrowe
Marginal Utility -- Outsourced motivation
On services that... 'attempt to transform everyday life tasks into games by assign values to them and keeping score. ...a world in which collective experience is systematically abrogated, a world in which only competition can “unite” us and corporations reap the profits from our combat. We end up sharing only the ideal of measured achievement: how many more points we can score, how many people are reading our updates, how many more things we can own or add to our list of experiences. Services [that] meet the need we now have to have our social experiences more rigidly structured by an outside party, a referee, some sort of mediator. We seem to have worked ourselves into a corner where we must outsource our ability to be motivated. We need outside parties to generate motivational schemes and point systems to drive us through life activities that were once rewarding enough in and of themselves. ...nullifying the quality of experience and reducing it to a point value.'
criticism  experience  service  games  design  gamemechanics  control  measurement  experiencepoints  points  numbers  rewards  status  hierarchy  simulation  motivation  feedback  existentialism  solipsism  self  selfservers  quantifiedself  thegamingofeverydaylife  #bandwidth  #complexity 
march 2009 by adamcrowe
Marginal Utility -- Unplayable Tetris
"Formal limitations are generative; unbounded free play, not so much."
play  constraints  games  design  tetris 
march 2009 by adamcrowe
Jenova Chen -- Flow in Games (PDF)
"Video games do not read what player thinks yet. Up until today, the most common connections between players and video games are still going through game controllers. With limited inputs, the possibility to sense player's Flow state directly is very low. Although there are biofeedback devices on the market, people still lack the knowledge for imaging data into Flow and emotions. Most of the measurements are still based on assumptions and incomplete statistics."
psychology  flow  immersion  gaming  games  gamemechanics  biometrics  interface  interaction  experience  design  JenovaChen  pdf 
march 2009 by adamcrowe
YouTube -- The Making of Little Big Planet
Alex Evans, Co-Founder of developer Media Molecule: "It's fun, you can make stuff, and you can share it with your friends."
littlebigplanet  content  games  design  gamemechanics  creativity  play  experimentation  peerproduction  tools  fun 
january 2009 by adamcrowe
Esquire -- The Video-Game Programmer Saving Our 21st-Century Souls
"You meet a girl. Your fat-pixeled soul mate. Link up with her and a heart explodes. You're in love. Now she sticks to you as you move through the forest, less easily than before. It's a trade-off: You can get more treasure by staying single, but bond with your "wife" and you earn double the points for every step you take. If you're like most people, you'll choose the comforts of companionship. Only, as you trudge across the stripe, something happens. Your pixels begin to fade, gray out. Your hair recedes by degrees. Your wife slurs into a matronly shape. It hits you: This is going to happen to me. Age, decrepitude, ugliness. At least I won't be alone. Somebody loves me. Ha-ha-ha... Then -- thwack -- she dies."
*  games  design  gaming  empathy  emotion  emotionalintelligence  relationalaesthetics  criticaldesign  creativity  solitude  introspection  transformation  art  JasonRohrer 
december 2008 by adamcrowe
Only a Game -- DGD2: How Do You Play Games?
"The principle of demographic game design is to improve the chances of games... by studying and understanding how and why people play games... this is an attempt to provide descriptive patterns of emotional response and activity: #The Guardian. Logistical Skill Set -- #The Artisan. Tactical Skill Set. Drawn to improvisation, operation, controlling single characters, thinking on the spot. Behaves with impulsiveness, competence. Tolerant of risk, speed, noise -- #The Rational. Strategic Skill Set -- #The Idealist. Diplomatic Skill Set: Drawn to harmonising, imagining, co-operation. Behaves with empathy, morality. Tolerant of impressionism" -- Comment: Hub: "We can safely assume that each player will be able to enjoyably use different skill sets in response to the needs of gameplay, and that the majority of games will allow different skill sets to be used. The task may therefore be to isolate the skill sets encouraged by a particular game for a particular player."
psychology  psychographics  games  archetypes  behaviours  motivation  learning  skills  engagement  experience  design 
december 2008 by adamcrowe
Gamasutra -- The Megatrends of Game Design, Part 4
"#Player-created content: ...It is natural for an individual to wish to share the fruit of his creativity, thereby rising from obscurity. Once tasted, the reward of creation often becomes an irresistible need... give power to the players, and they will take over your game... creation becomes the game. #The aging of players: Older gamers will increasingly hold a greater interest in themes that are presently uncommon or poorly developed, such as economic or political simulations. They will assign a greater importance to game-generated emotions and moral dilemmas... [they] will have a harder time becoming immersed in less believable plots or universes. #The emergence of emotions: ...powerful emotions, such as compassion or love are very rarely touched upon. Older players will likely be the first to fully appreciate this emotional dimension of gaming, since it connects with their own life experience; we are, after all, far more sensitive to emotions we have felt before."
gaming  games  design  gamemechanics  content  trackmania  littlebigplanet  simulation  seriousgames  politics  participation  engagement  narrative  storytelling  emotion  emotionalintelligence  nostalgia  virtualworlds 
december 2008 by adamcrowe
Gamasutra -- The Megatrends of Game Design, Part 3
"#Gaming on mobile platforms: ...specialized game mechanisms will surely appear. The use of the accelerometers in the iPhone is a smart way to circumvent the control issue... new forms of games will emerge that circumvent the weaknesses of mobile phones: role-playing or strategy games that do not require complex graphics and can work with limited interfaces. Mobile games are probably the next horizon of multiplayer gaming as it is the only platform that, in the medium term, can open multiplayer gaming to the true mass market. #The challenge of gamer behavior: If multiplayer gaming is to become a mode of play accepted by all, it will have to become more civilized in the process. Innovative solutions for dealing with the gap between newcomers and veteran players will need to be explored. #Multiplayer gaming: a public health issue?: ...a question arises, which affects both game design and publishing strategy: is it ethical to conceive such powerfully addictive games?"
gaming  games  gamemechanics  controllers  interface  design  haptics  psychology  behaviours  mmorpg  addiction  ethics 
december 2008 by adamcrowe
Gamasutra -- The Megatrends of Game Design, Part 2
"#Gaming as a Teaching Tool: ...pedagogic multimedia products targeted at high school and college students, or even adults, will no doubt be part of a future development path for our industry. This type of media has the advantage of being at the heart of teenage leisure, and its nature is well-adapted to the best of mankind's teaching mechanisms: experimentation." -- Example mechanics provided.
gaming  games  design  gamemechanics  attention  feedback  teaching  education  learning  tools 
december 2008 by adamcrowe
Gamasutra -- The Megatrends of Game Design, Part 1
"#Micropayments / #Downloadable content: ...designed to entice the players to deepen their experience of the game by purchasing affordable additional components... I have great faith in the emergence of micropayments (purchase of a map, game mode, character accessories or equipment, episodes, etc.) as a new economic model for our industry. #Merchandising: Today's games feature rich and popular universes, which may yield products taking many forms: action figures, manga and comics, ornaments, school supplies, ringtones, animated series or even novels, theatrical screenplays, or the much wider broadcast of video game tournaments. #Fast gaming: ...the [need] for immediate gaming, without forethought. If the games do not bring sufficient immediate gratification, their users will quickly abandon them. We may thus see games interacting with current sporting events, or even cultural, political, and economic trends. We might even witness the apparition of games centered on socialization."
gaming  casualgaming  games  design  gamemechanics  transmedia  merchandising  businessmodels  virtualgoods  functionalitems  decorativeitems  micropayments  contextawaregaming  youwho 
december 2008 by adamcrowe
Adam Greenfield’s Speedbird -- On happiness, “better” and the ludic
"What I’m looking for from designers is tactful acceptance that I intend to use their product to serve my own (now ludic, now serious) ends, rather than a positive assertion that they’ve a priori understood what makes something fun. But the latter seems to be what were getting at the moment, and will be getting more of for the foreseeable future. And I think this is a shame, because fun - in my book, anyway - is much, much too important to be left to the designers." -- Check the comments
play  fun  learning  games  design  thegamingofeverydaylife  ludology  freedom  context  culture  suffering  philosophy  angst  vanguardism  criticism 
december 2008 by adamcrowe
Maschmeyer -- Is Transformation Design a Form of Game Design?
Jane McGonigal: “Gameplay is about immersion. It’s not about immersing yourself in a story, in graphics, or in fantasy. It’s about immersing yourself in an interactive system and interacting with other people in that system.”
transformationdesign  transformation  gaming  play  literacy  criticaldesign  games  design  gamemechanics  seriousrealitygaming  SRG  seriousgames  thegamingofeverydaylife  activism  JaneMcGonigal 
december 2008 by adamcrowe
Dan Hon -- Everything you know about ARGs is WRONG
"WE SUCK: #Don't have enough players #The people who play are weird #The people who play have no money #The people who play aren't mainstream #We make games for the hardcore #We're too expensive #We don't scale (Ouch!) #We lie" -- Hehe. Seriously: "we make games... and we tell stories [that] encourage people to do things" -- Yup. (via Toby Barnes. Thanks.)
DanHon  sixtostart  alternativerealitygaming  alternatereality  gaming  games  design  gamemechanics  ludology  narratology  storytelling  fun  engagement  transmedia  transformation  rant  via:tobybarnes 
december 2008 by adamcrowe
Sock and Awe!
OBJECTIVE: Hit President Bush in the face with your shoes! -- With top shoeing countries...
games  criticaldesign 
december 2008 by adamcrowe
Lose The Game
"Training yourself not to think about The Game is nearly impossible, and often counter-productive. The best strategies involve causing others to lose more than yourself. The best way to do this is to always announce your loss to as many people as possible. This reminds current players about The Game and initiates new ones." -- You lose!
games  alternativerealitygaming  memes  doublethink  recursion 
december 2008 by adamcrowe
Lulu -- MSG™ Promotional Edition by Howard Ingham (Book) in Games
"You live in a perfect world. You live in the free world. Every new day brings you new challenges. Every new job brings new opportunities. You’re the master of your destiny, your own boss. The future is bright. You just have to keep your soul. And your salary options. MSG™ is a slightly satirical game of negotiation and conscience, for three to six adults."
theadvertisedlife  work  immateriallabour  branding  gaming  roleplay  games  rpg  parody  satire  boredom  sciencefiction  alternativereality  pdf 
november 2008 by adamcrowe
io9 -- Kill Mickey Mouse in a Strange Game of Corporate Brand Slavery
"[MSG] Players play the roles of company Reps who all work for the soul-crushing Company in service of the Brand. The point is really to make a mockery of soulless corporations and their often ruthless strategies, not to mention the soulless drones who do their bidding. At the same time, it mocks our own willingness to worship these brands and submit to the will of these companies, all while creating ludicrous scenarios that are maddeningly interconnected with the stories created in the previous round. Maybe this excerpt from the rule book explains it best: Brainstorm for a couple of minutes until you come up with a name for the Brand [that all the players work for]. If some of you hate it — or, better, all of you hate it — that’s brilliant, because it means you’ll understand a little of what it is to work for an organization that makes you cringe every time you look in the mirror and see the Brand logo they tattooed on your forehead." -- Haha
theadvertisedlife  work  immateriallabour  branding  gaming  roleplay  games  rpg  parody  satire  boredom  sciencefiction  alternativereality 
november 2008 by adamcrowe
Media Molecule -- Bubblegum for your eyes
Little Big Planet Ads made with Little Big Planet!!! -- "All the ads (excluding the intros and outros, natch) were made using the game tools that come in the box. It was an interesting experience, because each level had to played through and acted, rather than animated. It feels like we did a thousand takes. At some point in the next few days we will try to get the actual levels online so you can play them yourselves."
advertising  productnarratives  machinima  littlebigplanet  games 
november 2008 by adamcrowe
Wikipedia -- Tetris
"A pseudorandom sequence of tetrominoes (sometimes called "tetrads" in older versions) - shapes composed of four square blocks each - fall down the playing field. The object of the game is to manipulate these tetrominoes, by moving each one sideways and rotating it by 90 degree units, with the aim of creating a horizontal line of blocks without gaps. When such a line is created, it disappears, and any block above the deleted line will fall. As the game progresses, the tetrominoes fall faster, and the game ends when the stack of tetrominoes reaches the top of the playing field and no new tetrominoes are able to enter."
tetris  games  gamemechanics  archetypes  tidying 
october 2008 by adamcrowe
Wired -- LittleBigPlanet Transforms Players Into DIY Gods
'Unlike the abstruse 3-D design and physics programming that most game development requires, this experience is meant to be as simple, intuitive, and addictive as the gameplay. "We're all really into music," says Alex Evans, cofounder of the game's developer, Media Molecule, "and we see this as a form of jamming."' -- "User-generated gaming"
gaming  games  gamemechanics  tools  narrativeenvironments  storytelling  objects  narrativeobjects  littlebigplanet 
september 2008 by adamcrowe
bobblebrook -- coign of vantage
"Put your spatial perception into perspective with this 3d puzzle game. Assemble as many images from an abstract cloud as you can before time runs out." -- Fun!
games  3d  space  synaptics  via:iaintait 
september 2008 by adamcrowe
Cambridge News -- War On Terror board game seized by police
"A War On Terror board game designed in Cambridge has been seized by police who claim the balaclava in the set could be used in a criminal act." -- You, Sir, are an terrorist.
terrorism  games  simulation  surveillance  crime  precrime  crimethink 
september 2008 by adamcrowe
Aleks Krotoski -- Ludic spray
"The longevity of a media property is elongated by the desires of the community to keep it going. I wonder if it's possible for game designers to create products with the intention of ludic activity spraying beyond the boundaries of the games they create."
performance  gameplay  games  design  transmedia  mediaclouds  propagation  spread  gaming  narrativeactivism  narrativeenvironments  storytelling  fanon  fandom  fanfiction  AlexKrotoski 
september 2008 by adamcrowe
Joystiq -- The Last Guy gets found on PSN tomorrow
'The Last Guy, a mash-up of Google maps and “follow the leader” (or Snake, if we can talk super old-school)… The 15 stages of zombie-dodging gameplay takes place in several cities across the globe, which use aerial photography as “levels”.'
playstation  games  gamemechanics  mapping  maps 
september 2008 by adamcrowe
Gamasutra -- Persuasive Games: Performative Play
"Performativity in discourse produces action. Performativity in video games couple gameplay to real-world action. Performative gameplay describes mechanics that change the state of the world through play actions themselves, rather than by inspiring possible future actions through coersion or reflection." -- Great examples: The Grocery Game and Bankquest
performance  play  seriousgames  seriousrealitygaming  gaming  gameplay  games  design  gamemechanics  endogenous  exogenous  diegesis  narrativeacts  storygraph  relationalaesthetics  worldwithoutoil  thegamingofeverydaylife  youwho  age0+ 
august 2008 by adamcrowe
Gamasutra -- Designing a Gameless Game: Sulka Haro On Habbo Hotel
Sulka Haro: "I guess I really don't look so much at the definition of "game" as much as I look at the definition of "play." If you look at Habbo, nobody can say that people aren't playing in there. People really do play in all of these environments, so I would use that as the unifying metaphor for discussing the different environments and products you can use to play. It's more clear."
play  gameplay  gamemechanics  games  performance  design  socialdesign  virtualworlds  habbohotel 
august 2008 by adamcrowe
DEFENDER of the favicon
"DEFENDER of the favicon is a JavaScript remake of Eugene Jarvis' brilliant arcade game Defender written by Mathieu 'p01' Henri and inspired by Scott Schiller's experiment with generated favicons VU meter. The idea was to push the concept of generated favicons further and pack a thrilling retro shooter in 16×16 pixels using JavaScript, canvas and data: URIs."
via:andybennett  defender  retro  games  favicon  javascript  browser 
august 2008 by adamcrowe
Gamasutra -- The Pursuit of Games: Designing Happiness
"Designers who want happy gamers should [make] their work conducive to appreciation...games [can] do wonderful jobs of appreciating themselves first, and drawing players in with that enthusiasm. It's great to play something that effuses self-celebration."
*  gaming  experience  games  design  gamemechanics  happiness  pleasure  psychology  behaviours  fourthwall  storytelling  transmedia  fandom  play  context  trust 
july 2008 by adamcrowe
bit-tech.net -- Spore: Hands-on Preview
Sporecasted 'pollentated content' from Sporepedia to your procedurally-generated universe with built-in storytelling/machinima tools that post to YouTube - And there's a game in there in case you get bored! Spore = Your very own Pixar 'game' studio.
spore  WillWright  games  review  gaming  creativity  content  machinima  mediaclouds  storytelling  transmedia  virtualworlds 
june 2008 by adamcrowe
Level Up -- Exclusive: Will Wright Gives Level Up the Scoop On Why Spore Is Taking So Long to Get Right, Part I
"We are seeing people have their you favorite level... I mean, it's their game. They bought it. I don't feel right as a designer locking them out and forcing them to watch my cutscenes, and play this level before they get to that level." -- Game/play.
spore  toys  play  games  gameplay  simulation  design  WillWright 
june 2008 by adamcrowe
The New Yorker -- Game Master (Will Wright)
'“In Will’s games, the objects themselves are encoded to interact with the environment around them. All you have to do is drop the object into the environment and it will make other stuff happen. The objects create ‘verbs,’ as we say.”'
*  WillWright  spore  games  gaming  programming  learning  education  simulation  failure  algorithms  cellularautomata  emergence  complexity  symbiosis  evolution  life  objects  narrativeobjects  storytelling  narrativeenvironments  narrativeacts  performance  design  code 
june 2008 by adamcrowe
Los Angeles Times -- Sci Fi Channel is game to join the virtual world
"Sci Fi is entering a brave new world by teaming television writers with video-game designers to create a franchise that is both a television series and a massive multiplayer game on the Internet." -- Interesting...
virtualworlds  mmorpg  games  gaming  tv  entertainment  transmedia  storytelling  narrativeactivism  chaoticfiction  sciencefiction  television 
june 2008 by adamcrowe
Wired -- Killer Gamer Asks, 'Where Have All the Bodies Gone?'
"Something quite interesting happens in the first few minutes of Ninja Gaiden II: The dead people don't vanish."
games  design  gamemechanics  death  realism  morality 
june 2008 by adamcrowe
Wired -- Sandra Day O'Connor: Game Designer
'O'Connor detailed a project she is spearheading called Our Courts, which she described as an "online, interactive civic education project for seventh- and eighth-graders" that familiarizes students with the legal system.'
games  seriousgames  law  government  citizenship 
june 2008 by adamcrowe
GamesIndustry.biz -- Will Wright: Games are not stories
Play/Games = Agency (Interactions, Simulations) #Expanding Possibility Space --- Storytelling = Empathy (Emotions, Understandings) #Exploring Probability Space
WillWright  storytelling  games  play  gameplay  possibilityspace  probabilityspace  simulation  toys  tools  technology  performance  design 
june 2008 by adamcrowe
Virtual Goods Insider -- Zen and the Art of Curated Experiences
"... curated experiences are a way to suggest goals to a user and guide that user to achieving those goals. When a virtual world’s users don’t have goals, wanderlust sets in and that world risks losing its hard won audience."
virtualworlds  virtualgoods  virtualservices  games  gamemechanics  gameplay  goals  motivation  sharedexperience  experience  design  experiencepoints 
may 2008 by adamcrowe
Gameology -- Product Placement and Virtual Branding in Video Games
'... three different modes of in-game product placement as it relates to game genre: “instrumental” [using simulated branded product], “diegetic” [branded game environment for realism], and “archetypal” [branded game features/mechanics/acts].'
*  gaming  branding  productplacement  avatars  virtualworlds  virtualgoods  virtualservices  games  gamemechanics  functionalitems  decorativeitems  objects  narrativeobjects  storytelling  narrativeenvironments  narrativeacts  performance  design  diegesis  endogenous  exogenous  vernacular  simulation  realism  verisimilitude  eastereggs  hacking  rewards 
may 2008 by adamcrowe
The Daedalus Project -- The Blurring of Work and Play
"Given that MMORPGs are creating environments where complex work is becoming seductively fun, how difficult would it be for MMORPG developers to embed real work into these environments?" -- Renting out capitalism at $25 per month. Grim.
*  hackersvsvectoralists  immateriallabour  thegamingofeverydaylife  theadvertisedlife  work  time  play  production  ludocapitalism  virtualworlds  mmorpg  seriousgames  gaming  deepgame  experiencepoints  competition  levels  flow  games  gamemechanics  economics  markets  serviceecologies  design  psychology  "capitalism" 
april 2008 by adamcrowe
Extenuating Circumstances – SXSW 2008: Jane McGonigal Keynote
"ten superhero abilities: #Mobbability #Cooperation radar #Ping quotient #Influency #Multi Capitalism #Protovation #Open Authorship #Signal/Noise Management #Longbroading #Emergensight"
thegamingofeverydaylife  storytelling  realityprogramming  happiness  gaming  games  gamemechanics  seriousgames  performance  transformation  design  transformationdesign  JaneMcGonigal 
march 2008 by adamcrowe
Campus Turf
Turn-based turf war game. "There is a 45% chance the attacker wins and a 55% chance the defender wins" -- Surely you should be able to buy weapons to help attack and defend. Virtual items business? Come on, get on it! $$$
biggaming  mixedreality  gamemechanics  games  design  gametheory  turnbased  strategy  tactics  space  virtualgoods 
february 2008 by adamcrowe
Avant Game - "Reality is Broken" - My GDC Rant
"... reality is fundamentally broken, and we have a responsibility as game designers to fix it, with better algorithms and better missions and better feedback and better stories and better community and everything else we know how to make." -- :)
alternativerealitygaming  seriousgames  gaming  gameplay  games  play  performance  design  objects  narrativeobjects  narrativeenvironments  storytelling  narrativeactivism  goals  motivation  life  work  reality  happiness  inspiration  JaneMcGonigal 
february 2008 by adamcrowe
UNITY
"Unity is a multiplatform game development tool, designed from the start to ease creation. A fully integrated professional application that just happens to contain the most powerful engine this side of a million dollars." -- Wow!
Unity  games  development  engine  framework  graphics  physics  platform  tools  browser  virtualworlds  web  3D  director 
february 2008 by adamcrowe
collision detection - Study: Gamers actually enjoy dying in first-person-shooters
"The instant you die [in Halo], the game shifts to a third-person camera perspective. This sudden switch in camera angle [...] is, in essence, a classic out-of-body experience, of exactly the sort people describe in near-death experiences."
halo  gamemechanics  games  design  gaming  psychology  play  emotion  perspective  engagement  death 
february 2008 by adamcrowe
Terra Nova - The Lifetime to Master
'The deep game of "find the unintended aspects of play and arbitrage the living hell out of them" ... forces a convergence of play styles and limits the social variety of players ... the debate stops being about rules and starts being about morality.'
deepgame  deepplay  virtualworlds  mmorpg  gamemechanics  games  gameplay  emergence  design  cheating  ethics  tactics  strategy  endogenous  exogenous  equilibrium 
february 2008 by adamcrowe
Spore -- Spore Release September 7 2008
"Maxis today announced that Spore™ will be available at retailers worldwide the weekend of September 7. Spore will be available for the PC, Macintosh, Nintendo DS™, and mobile phones." -- Oh man. Just tell me where to start queuing.
spore  games  mobile  ds  content  virtualworlds  universe  simulation  evolution 
february 2008 by adamcrowe
..::: Mogi :::..
"A game where players move outside, pick-up virtual items through their mobile phone interface then trade with other players to complete collections. The goal is to get the maximum points completing collections."
pervasive  games  gaming  casualgaming  location  mobile  collecting  trade  augmentedrealitygaming  navigation  gps  collaboration  japan  mogi 
february 2008 by adamcrowe
Wikipedia - Progress Quest
"Progress Quest parodies the stat-gathering aspect of computer role-playing games, whereby the player advances his character by accumulating arbitrary statistic points. Progress Quest also pokes fun at traditional RPG races, classes, stories, quests," etc
gaming  virtualworlds  mmorpg  parody  criticaldesign  gamemechanics  games  design  class  experiencepoints  questing  storytelling 
february 2008 by adamcrowe
Wikipedia - Catassing
"Catassing is the process of sequestering oneself at a computer and avoiding other day-to-day activity in favor of 'leveling up' in a massively multiplayer online game whose game design makes heavy use of level treadmills or their functional equivalents."
gaming  gameplay  games  design  gamemechanics  virtualworld  mmorpg  behaviours  levels  experiencepoints  motivation  addiction  immersion 
february 2008 by adamcrowe
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