WoW, Casually: What is casual?
june 2009 by infovore
"And that is the best definition of casual that I can come up with: Casual players cannot be rated better or worse than other players." Torres finds a nice overlap with the Hicks/Hudson duality; I like his suggestion that casual players don't have metrics for comparison, because their primary goal is fun, and you cannot compare types of fun.
games
fun
entertainment
casual
hardcore
wow
worldofwarcraft
nomenclature
june 2009 by infovore
ihobo: Ten Game Development Vices, Part One
april 2009 by infovore
"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
development
games
industry
criticism
difficult
casual
mainstream
budget
april 2009 by infovore
tiara.org » Blog Archive » Foursquare, Locative Media, and Prescriptive Social Software - Part One
april 2009 by infovore
"Locative social media is especially interesting because it directly affects how people move through the city. It can be terrifically fun and useful for people who fit its prescribed social model." This kind of proscription (or encouragement) of behaviour is interesting, and I think there are a variety of ways to do it "sensibly". And: how did you expand the group of "people who fit its prescribed social model"? Small changes of behaviour, amongst larger groups, are much, much more interesting.
social
play
games
location
place
casual
foursquare
locative
socialsoftware
april 2009 by infovore
Getting Lucky: Hard-Core Gamers Penetrate Peggle's Physics
march 2009 by infovore
"...hard-core players are comfortable mentally manipulating Peggle's complex physics. They can build models about where the ball is going to go, even after the seventh or eight collision. A frustrated casual gamer looks at Peggle and sees chaos; a hard-core one sees causality." Oh - now that _is_ an interesting way to look at things.
games
play
physics
casual
chance
causality
peggle
march 2009 by infovore
http://www.gamasutra.com/view/feature/1543/persuasive_games_how_i_stopped_.php?print=1
january 2009 by infovore
"I still have nothing but respect for my more traditional industry colleagues, but I’ve stopped worrying about impressing the games industry and its pundits. Or at least, I’ve stopped worrying about impressing them first. Instead, I’ve started focusing more on the people who might be interested in different kinds of game experiences. People who fly for business more than three times a month, or people who read all of the Sunday newspaper, or people who have kids with food allergies, for example. I am sure these people read magazines and watch television and listen to the radio. But it would be short-sighted to label them ziners or tubers or airwavers. They are just people, with interests, who sometimes consume different kinds of media." Bogost is right, and I'm concerned I'm always going to be ashamed I chose to use that word.
games
culture
casual
ianbogost
pervasive
gamer
langauge
january 2009 by infovore
ihobo: The Casual Players Aren't Coming to Your Party
december 2008 by infovore
"Here's the most important thing to understand about the mass market for videogames: these players – the ones who aren't even remotely interested in the kind of videogames the hobbyists want to play – have very specific tastes, and when something takes off with them it continues to sell, and sell, and sell. But these players don't buy many titles – when they find the game they want, they generally just keep playing that."
games
culture
marketing
casual
sales
massmarket
december 2008 by infovore
Birdmen and the Casual Fallacy
november 2008 by infovore
"The truth is that regular PC games and console games have begun overshooting the market for quite some time now. What is described as a ‘casual game’ used to be the ‘bread and butter’ of the Game Industry not too many years ago." Interesting, if perhaps a tad overwritten; some nice insight about the nature of gamings' demographics.
games
casual
hardcore
demographics
research
play
november 2008 by infovore
Gamasutra - Moving From MMO To Web: What's The Story?
september 2008 by infovore
"People think the interface is the game, and I think that is kind of backwards. I think the game is the game, and we should be thinking what are the many interfaces to it... you touch Twitter in many ways, you touch Facebook in many ways." Raph Koster. But you guessed that, right?
web
mmo
social
software
design
socialsoftware
socialnetworking
casual
play
games
september 2008 by infovore
Gamasutra - AGDC: Building Battlefield Heroes , EA's First Free To Play Game
september 2008 by infovore
"His advice for those attempting a project like this, is to get people who understand the web. DICE hired a web development director, and a web producer. "Without those people, we would have never made it as far as we have," he says. He also recommends a web tech director, which DICE did not need to hire "because we had a team in DICE who were pretty strong."" Excellent article about building games for the online age; the section on the socially-driven BH website is very incisive.
battlefieldheroes
dice
ea
games
development
casual
online
web
social
september 2008 by infovore
Stephen Fry » Blog Archive » Wii is a kind of magic
august 2008 by infovore
"...Nintendo understands that while play does involve competition, territoriality and rehearsal for war, it also involves silliness, laughter and fun." Oh, god, can I just marry Stephen Fry now? Oh, there's a queue. Never mind.
wii
play
games
nintendo
fun
casual
interaction
stephenfry
article
writing
august 2008 by infovore
Twenty Sided » Blog Archive » The Cost of Spectacle
august 2008 by infovore
"By the time Joe Average has hardware that can run your fancy-pants game, it’s long gone from stores... You keep aiming your game at this tiny, pirate-infested group [of players with 'gaming rigs'] and wondering why sales are so small."
games
mooreslaw
industry
production
values
technology
casual
hardcore
august 2008 by infovore
Project: IceCube
june 2008 by infovore
One-button game that won the NLGD gamesdev rally. Looks interesting, and Michiel was a lovely chap.
NLGD2008playlist
icecube
onebutton
game
flash
casual
play
june 2008 by infovore
Space Kitteh
february 2008 by infovore
Lovely; as leonardr says, a "2D Super Mario Galaxy". Hop around planetoids rescuing kittens. Ace!
physics
flash
casual
games
play
february 2008 by infovore
Penny Arcade! - Old School
december 2007 by infovore
"That's a pretty serious distinction - people who play games in order to excel at them, and those who play games as a conduit to fantasy - and its only one axis of the diagram." An excellent, and very relevant Penny Arcade editorial today.
games
culture
play
entertainment
fantasy
imagination
casual
hardcore
december 2007 by infovore
Pasta&Vinegar » Blog Archive » There’s no reason why WoW couldn’t be represented by anything other than an RSS feed
september 2007 by infovore
Great selection of links to Raph Koster's "Design For Everywhere" - a talk at GDC to the games industry about designing games (and, by inference, software) for use in any context. Important!
games
play
network
distributed
casual
presentation
ubiplay
september 2007 by infovore
QuicklyBored » Blog Archive » Mobile Game Conference — Justin Hall Interview Pt. 2
october 2006 by infovore
"Infinite Games are relationships" - fascinating interview with Justin Hall
games
massive
multiplayer
casual
mobile
passive
october 2006 by infovore
Interview with Cakey - BizarreOnline.net
september 2006 by infovore
Stephen Cakebread, affectionately known as "Cakey" throughout Bizarre Creations, is the mastermind behind both the original mini-game Geometry Wars, and its next generation sequel Retro Evolved.
games
xbla
livearcade
casual
distribution
downloadable
xbox
retro
september 2006 by infovore
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