infovore + edge   5

Are Games Design? | Edge Online
"I tend to see them as having much more in common with the approach of an architect or landscape designer in terms of shaping and creating flows, confluences and possibilities for enjoyment... As a result I really do think that critical appreciation and commentary from the world of architecture and design could be illuminating and progressive." Jones on the lack of perception - outside games criticism - of games as design objects (rather than media objects). It is excellent; I agree with it all.
games  design  criticism  mattjones  edge  toyetics 
january 2010 by infovore
Learning Vehicle | Edge Online
"Today, the UK government's Department For Transport unveils a new browser-based MMOG, created by New York-based developer Area/Code. Designed for early teenagers to learn principles of traffic safety, it's probably the largest 'serious games' project ever to be created for the UK. Code Of Everand is the result of over two years of work with the Department For Transport by Area/Code principals and designers Frank Lantz and Kevin Slavin, not only because of its size and ambition, but also because of the complexities of developing it for a government body... We spoke to Lantz, Slavin and Simon Williams, who led the project at Carat, the Department For Transport's media agency, about what Code Of Everand is, how they pulled it off, and why they think it could prove that games can be a powerful platform for learning." Edge interview.
edge  games  areacode  franklantz  kevinslavin  online  mmo  transport  uk 
november 2009 by infovore
Edge Panel: Architecture And Videogames | Edge Online
"During the Develop conference earlier this week, Edge Online editor Alex Wiltshire chaired a panel discussion on the close relationship between architecture and videogames, and here we have a recording of the full session for you to download." I still have to write it up, but it was really, really good. Worth a listen.
edge  develop09  architecture  games  panel  interview 
july 2009 by infovore
The Making of... Dune II | Edge Online
"Herzog Zwei was a lot of fun, but I have to say the other inspiration for Dune II was the Mac software interface. The whole design/interface dynamics of mouse clicking and selecting desktop items got me thinking, ‘Why not allow the same inside the game environment? Why not a context-sensitive playfield? To hell with all these hot keys, to hell with keyboard as the primary means of manipulating the game!" Brett Sperry, of Westwood, on the making of Dune II. Via Offworld.
edge  games  interface  ui  hci  interaction  design  rts  strategy  pointandclick 
december 2008 by infovore
Steven Poole – Trigger Happy
"For five years I also wrote a monthly column of the same title in the industry's critical Bible, Edge magazine. All those columns are archived"... on Poole's website. Excellent.
stevenpoole  games  journalism  writing  edge 
september 2007 by infovore

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