infovore + freedom   11

Penny Arcade - Never, Ever Press B
"Outside of the novel setting, the individual multiplayer games have nothing substantial to offer a person other than progression. This is pretty ordinary stuff.

There are so many things to do in the actual game that you'd want to do with other people: you'd want to play horsehoes, or Poker, or Blackjack. Even those would be diversions, though. You'd want to drive cattle, or steal them; you want to cut a slice of that country out and see what you could make of it - or get yours riding rough over the smaller towns. As it stands, you're given desperately limited access to a sterile, stricken place without heart or memory." (RDR is great, no question of that, but I think Tycho's right about the missed opportunities of Free Roam. More on this in a proper blog post, coming soon).
games  multiplayer  freedom  reddeadredemption 
may 2010 by infovore
The Brainy Gamer: I'm your huckleberry
"Now, the cordial racist shopkeeper and I have a relationship. Every five days I return to Armadillo; he warmly greets me, and I kill him. I've even found ways to avoid tedium. Sometimes a single shot to the head does the trick; other times I lasso and hogtie him before letting him have it. If I've had an especially bad day on the range, I let him tell me about the Jews before plugging him multiple times in the piehole, courtesy of my Dead Eye slo-mo skill. Occasionally I even shoot up the store. I guess you could say I'm a loyal customer." And still the myth of Rockstar's "open-world" is punctured by rendering players impotent against things they - rather than their character - have a problem with.
antisemitism  games  freedom  freewill  reddeadredemption  rockstar 
may 2010 by infovore
Nick Sweeney · things to make and do
"When I look at the iPad, I see something my dad could use without hand-holding to find the history of that banjo, to seek out those screws, to look at old video of Sonny Terry, to feed his glorious practical creativity, unencumbered by the need to learn the habits and quirks of computing, and not relying upon a transatlantic support department. There’s a liberation in open things (and opening things) but there’s a far greater one in how things can open up people." Nick Sweeney is right.
ipad  creativity  freedom  technology  nicksweeney  writing 
april 2010 by infovore
chewing pixels » There Was a Young Lady Who Swallowed a Fly
"In a sense, a child, by definition, shrinks Scribblenauts’ scope: the game’s potential solutions are necessarily limited by vocabulary, so players with a smaller vocabulary have fewer options open to them. But, free of the dry, efficient logic of adulthood, a child’s imagination also opens the game up in ways beyond most adults’ reach." Simon makes a strong point about Scribblenauts.
games  scribblenauts  children  imagination  creativity  freedom 
september 2009 by infovore
What do we mean when we say non-linear? « Digital Kicks
"I’m not arrogant enough to believe these terms will catch on but I might start to use them just for shits and giggles. But perhaps the next time you hear someone mention that X title is linear or non-linear, before jumping down their throat ask yourself “What kind of linear are they actually talking about”."
games  interactivity  nonlinear  freedom  openworld 
september 2009 by infovore
Versus CluClu Land: The Game Made Me Do It
"So perverse as it might sound, I'm going to plead for less choice in video games. It's a paradox: by limiting the player's discretion, you can expand the narrative possibilities of the medium. Coercion can create a kind of emotional heft that you can't achieve within the confines of the empowerment-myth." All true, and FC2 is a fantastic example of this. But: this is just one way of making games. More of this, yes, but don't forget all the other approaches.
games  farcry2  choice  freedom  iroquoispliskin  coercion 
february 2009 by infovore
Out of your control. « Groping The Elephant
"In one moment the game had broken the tacit agreement between us. It had failed to respect my character decisions, it had made a pretense of allowing me to define whether Faith violent or not only to pull the rug away at the vital moment and strip all control from me. It lied. Any actions I might have taken to avoid combat up to then were for nothing. It had failed to show me respect so had lost mine." Breaking the unwritten contract with the player is definitely a bad thing, and I didn't notice this - but only because I'd not been aiming for the "no kills" achievement.
games  choice  contracts  freedom  mirrorsedge  pacifism 
january 2009 by infovore
Fullbright: The immersion model of meaning
"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality-- the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide-- that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
stevegaynor  games  immersion  systems  mechanics  openworld  narrative  experience  freedom  meaning 
november 2008 by infovore
The Brainy Gamer: Second thoughts
"But succeed or fail, my awareness of game design is omnipresent, and I like it that way. It enriches my experience of playing. The in-world experience remains my first thought, but my second thought is nearly always focused on the system, especially when that system demonstrates originality or beautiful execution. I don't think I'm the only gamer who behaves this way." No, but it requires a certain degree of awareness of the medium to think about the second; the first is much more immediate, and the second is about an engagements with games, rather than a particular game.
games  fallout  openworld  choice  freedom  design  narrative 
november 2008 by infovore
WIRED 1.01: The Age of Paine
"Paine does have a descendent, a place where his values prosper and are validated millions of times a day: the Internet. There, his ideas about communications, media ethics, the universal connections between people, the free flow of honest opinion are all relevant again, visible every time one modem shakes hands with another." Fantastic article
wired  tompaine  wireduk  journalism  internet  media  publishing  freedom 
october 2008 by infovore
Official Google Blog: Yahoo! and the future of the Internet
"We believe that the interests of Internet users come first -- and should come first -- as the merits of this proposed acquisition are examined and alternatives explored."
google  yahoo  microsoft  takeover  business  acquisition  internet  openness  freedom 
february 2008 by infovore

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