dirksonguer + analysis   4

Terra Nova: Why Second Life failed
The gist of this article is the claim that Second Life failed because it doesn't fill a consumer need.  Brilliant -- welcome to 2007.  Actually, maybe 2003, since this is basically the same criticism that many of us had when Second Life launched (do we really need a Metaverse?) and the reason the more game-focused set of us always had a little trouble liking Second Life.  It seemed like a very cool tool that was not particularly fun to use.  Without a game mechanic that lended purpose to your presence on the platform, what Second Life offered seemed a lot like an avatar-populated uncurated 3-D art gallery.
secondlife  fail  analysis  gamedesign  z3 
november 2011 by DirkSonguer
Playing Wrong: Cheating Got Me Analyzing Games | 4 color rebellion
When I was younger I cheated in every game. It started with the likes of Warcraft 2 and Duke Nukem 3D. I cheated because I was about 11 and wasn’t all that good at games. I liked to cheat because that way I was in control of the game. I could do whatever I wanted, mostly. I’d get really annoyed if a game didn’t have God Mode because I’d have to worry about using a code to restore health or armour. Now I rarely cheat at games, but cheating was a gateway into another form of play. Cheating got me accustomed to playing games wrong. Doing things the developers hadn’t intended. Playing games wrong gives you a different perspective on something you love. I present some of my favourite instances of games played wrong, with some musings about why it was so fun.
games  analysis  gamedesign 
september 2011 by DirkSonguer
Game Studies - Game analysis: Developing a methodological toolkit for the qualitative study of games
Although the study of digital games is steadily increasing, there has been little or no effort to develop a method for the qualitative, critical analysis of games as "texts" (broadly defined). This paper creates a template for such analyses by developing and explaining four areas that game researchers should consider when studying a game: Object Inventory, Interface Study, Interaction Map, and Gameplay Log. Through the use of an extended example (The Sims and three of its expansion packs: Livin' Large, House Party and Hot Date) as well as examples from different styles and genres of games, the case is made for employing these four areas or components as a (developing) methodology for the critical analysis of one or many digital games.
games  research  gamedesign  analysis 
september 2011 by DirkSonguer
Don’t Be Ugly By Accident! « OkTrends
If you're anything like me, you usually think of your pics in terms of content: Here's me smiling. Here's me looking tough. Here's me in Hawaii with that wacky turtle. And so on. Today, however, we'll analyze photography from a numerical angle—we'll discuss flash, focus, and aperture instead. We feel like people don't really think about these things when they choose a profile photo, and yet, as we shall see, their misuse can seriously mess you up.
analysis  attractiveness  camera  infographics  photography  social  statistics  visualization  article  english 
august 2010 by DirkSonguer

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