infovore + clinthocking 10
Prototyping without physics - Edge Magazine
15 days ago by infovore
"It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
design
games
simulation
physics
toys
systems
clinthocking
15 days ago by infovore
[REDACTED] The Dominant Cultural Form of the 21st Century - Click Nothing
november 2011 by infovore
"Film and television are in many ways a technological enhancement and hybridization of older broadcast media, such as the novel, the play, or the album, but they are still fundamentally part of the broadcast culture paradigm. Games, I believe, are not part of the same paradigm. Games belong to a different paradigm that includes the oral tradition of storytelling, improvisational music, sport, dance, philosophical debate, improv theatre, and parlour games (among many other cultural forms)." A tiny fragment of a great post from Clint (which is really, really wanting to make me return to Far Cry 2 soon).
games
culture
media
clinthocking
interactivity
authorship
november 2011 by infovore
451 Weeks - Click Nothing
may 2010 by infovore
"Fortunately, for the first time in my life, I know the way forward. The way forward lies in my having the courage that I did not know I had a decade ago to bid farewell to those tragically comforting habits. I need to walk on hot coals and sleep on a bed of nails. I need to chew on broken glass. I need to drink paint. This post has gotten long enough and I am still afraid to come to the point, but what I really need more than anything is to write these words;
I gave notice of my resignation to Ubisoft on Monday, April 26th, 2010."
clinthocking
games
progress
risk
comfort
resignation
I gave notice of my resignation to Ubisoft on Monday, April 26th, 2010."
may 2010 by infovore
Didacticism in Game Design - Click Nothing
february 2010 by infovore
"Instead of aiming to elevate the medium by making games that are more socially responsible – which by my estimation reduces quickly down to a feature driven approach that ultimately offers little more than cheap didactic moralizing, our aim should be instead to empower our creative visionaries to explore the human condition through their work." In a nutshell: rather than explicitly trying to make 'worthy' games, why not just let people make games about, you know, the human condition - ie, what every other artform does - than just about shooting dudes? (Disclaimer: sometimes, shooting dudes is fun. But I like Clint.)
games
gamedesign
ethics
art
morality
clinthocking
february 2010 by infovore
On Auteurship in Games - Click Nothing
november 2009 by infovore
"SoI think it's not unreasonable to read that the article is presenting the stance that the evolution of the status of games from 'toys and entertainment' to 'art' is fundamentally linked to the idea of authorship coming from the singular creative vision of an individual. For the record, I strongly disagree with this stance - and furthermore, I feel it is treacherous ground in which to plant the 'games are henceforth art' flag, as I suspect it is ground that will quickly be lost to (or surrendered by) the first generation of artists who even attempt to question it (in fact - for those of us 'in the know' it has been and continues to be, questioned all the time)."
games
authorship
clinthocking
art
auteur
november 2009 by infovore
Click Nothing: Live and Let Die
july 2009 by infovore
"Ultimately, when I reject narrative techniques in favor of ludic ones, what I am really saying is that I reject traditional authorship. I reject the notion that what I think you will find emotionally engaging and compelling - and then build and deliver to you to consume - is innately superior to what you think is emotionally compelling. By extension, I reject the idea that I can make you feel the loss of a friend in a more compelling way by authoring an irreversible system than you could make yourself feel by playing with a system wherein a friend can be both dead and alive simultaneously and wherein his very existence can be in flux based on your playful whim... This discussion is not about how to make a game more meaningful. It is about how games mean." Yep, I still want to marry Clint Hocking.
games
narrative
choice
farcry2
clinthocking
media
stories
july 2009 by infovore
Click Nothing: GDC09 - Part 2 - Improvisation presentation materials
april 2009 by infovore
Clint Hocking's presentation materials - talk, slides, short mpeg - from his GDC09 lecture, "Fault Tolerance: From Intentionality to Improvisation". It's meaty and weighty and it's really, really, really good, and covers lots of bases and I'll need to read it again. Lots of dense stuff about the balances between Far Cry 2's gameplay systems, designing systems for improvisation, and rebalancing games to what they want to be. My mancrush is not abated, sadly.
gdc
gdc09
talk
presentation
farcry2
gameplay
games
design
balance
systems
improvisation
impro
clinthocking
april 2009 by infovore
Gamasutra - News - GDC: Clint Hocking On Improvisational Success Through Design Failure
march 2009 by infovore
"Mastery is not a prerequisite to improvisational play. The only prerequisite is confidence, and the only prerequisite in making the game is that we do not discourage the player from improvisation by "humiliating" the player." This talk really does sound like it confirms what I already know: Hocking is bang on a lot of money, very self-aware, and I want to give him consensual manhugs. Also, I want him to make more games. Lots more games. Curses at not getting to GDC.
design
games
play
farcry2
clinthocking
gdc09
march 2009 by infovore
Click Nothing: '...and let slip the blogs of war!'
november 2008 by infovore
"I must admit that I would have loved to get this richness of backstory into the actual game itself, but the longer pipeline of game asset development and integration made that impossible." Clint Hocking explaining the background behind the fictional blog for Far Cry 2.
games
clinthocking
blogs
ar
farcry2
november 2008 by infovore
SLRC: Hocking's Masterpiece
november 2008 by infovore
"Far Cry 2 is about you and death. Of course every single person you meet wants to kill you. Of course you spend about as much time fighting the environment as other persons. Of course you are clinging to the barest scrap of health and well-being; Even the malaria is trying to kill you."
farcry2
games
criticism
critique
clinthocking
november 2008 by infovore
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