Are Games Design? | Edge Online
january 2010 by infovore
"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
november 2009 by infovore
"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
july 2009 by infovore
"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
december 2008 by infovore
"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
september 2007 by infovore
"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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