Just add points? What UX can (and cannot) learn from games
june 2010 by infovore
Went in sceptical, but this is a very good/solid presentation: the emphasis on going beyond chucking around the adjective "playful" and actually considering what makes (different kinds of) games work, and what they may/may not be applicable to, is spot-on. And a reminder that I'm behind on my reading, as usual.
games
interaction
design
fun
play
june 2010 by infovore
Idle Thumbs: A Weekly Video Game Podcast
november 2009 by infovore
"As Hecker suggested, though, that crucial consideration of the "why" of game development -- along with related questions like "What are you trying to say to people?" or "What influenced this?" or "Are you trying to say anything at all?" -- seems to be less important in this medium than it is elsewhere. That's understandable, since "fun" can be pursued for its own benefit, and to great and impressive effect. Surely we've got that covered by this point, though, and there's bandwidth for more." Chris Remo thinks out loud for a bit.
games
intent
design
fun
meaning
chrisremo
november 2009 by infovore
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
GameSetWatch - GDC: Keita Takahashi - The Complete GDC Lecture
march 2009 by infovore
Takahashi being wonderfully perceptive and making some interesting observations. Also, describing some lovely design decisions in the beautiful, soothing, and bonkers Noby Noby Boy. I still need a soundtrack CD for that game.
keitatakahashi
nobynobyboy
ps3
psn
development
design
games
play
fun
march 2009 by infovore
Child's Play Article - Page 1 // None /// Eurogamer - Games Reviews, News and More
march 2009 by infovore
"The aim, then, is to explore what makes a good children's game, to consider how this oft-maligned market can sometimes reveal bad game design habits that we've been conditioned to tolerate, and to offer a guide to the best games for kids available now by looking at the four design areas that I believe are key to making a successful game for children." Dan Whitehead's roundup of games for children is really very good: some strong thinking, good comparative analysis, and best of all, parental insight. More like this, please, EG.
design
games
play
children
fun
kids
march 2009 by infovore
Team Fortress 2
february 2009 by infovore
"On Tuesday we shipped an update that added a bunch of features / bugfixes / balancing tweaks that came out of the community's feedback. In particular, it made some changes to the underlying TF damage system, and as part of that, it modified the way critical hits are determined. We thought it might be interesting to dig a little into the change, and hopefully give you some insight into our thinking." Another cracking example of explaining game mechanics clearly and directly, to an engaged community.
games
play
statistics
mechanics
fun
teamfortress2
balancing
probability
february 2009 by infovore
Gary Penn on the rules of game design | Technology | guardian.co.uk
february 2009 by infovore
"You've got to get shit happening – you can talk about it, you can write it down, it means nothing until you actually make it and think f**k that's nothing like what I thought it was going to be! That happens most of the time." Gary Penn on prototyping, getting real, and how they do stuff at Denki. More good stuff.
design
games
play
prototyping
fun
denki
february 2009 by infovore
The Denki Difference | Technology | guardian.co.uk
february 2009 by infovore
"We always start with the idea of toys," says Ralfe. "They're the quickest way into finding fun. Rules aren't fun, so we never begin with them." Great feature from Keith Stuart on a visit to Denki; lots of good stuff in here.
design
games
play
guardian
fun
denki
february 2009 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
Puzzle games - Boombot - Walkthrough, comments and more Free Web Games at FreeGamesNews.com
august 2008 by infovore
You're a little robot. You're also indestructible. Use bombs to bounce yourself around the level, but don't run out. Lovely little flash game.
flash
games
physics
explosions
fun
august 2008 by infovore
Color + Design Blog / All 120 Crayon Names, Color Codes and Fun Facts by COLOURlovers
april 2008 by infovore
Lots of hex codes for Crayola crayons. Lovely.
crayons
colors
design
fun
april 2008 by infovore
CommandShift3 - It's like Hot or Not for web design
december 2007 by infovore
"CommandShift3 is like Hot or Not. Except, instead of clicking on hot babes, you click on hot websites."
design
comparison
webapp
fun
somewhatpointless
web
december 2007 by infovore
Lost Garden: Lessons about failure
october 2007 by infovore
"If you want someone to fail, you want them to fail fast, before they spend a lot of money... [Miyamoto] would just say, 'Find the fun, and I'll be back in three months to take a look at what you have.'" Good advice.
design
failure
fun
play
games
october 2007 by infovore
iPhone, Wiimote, or newborn baby: which has the best built-in accelerometer? (kottke.org)
july 2007 by infovore
"Much of the past 4 weeks has been spent determining which has the most sensitive built-in accelerometer: an iPhone, a Nintendo Wiimote, or our newborn son."
science
hardware
children
playful
writing
fun
july 2007 by infovore
The Core of Fun - Raph Koster
march 2007 by infovore
All the slides from Raph's ETech Keynote
play
fun
games
interaction
design
experience
march 2007 by infovore
Lingua::Romana::Perligata -- Perl for the XXIimum Century
october 2006 by infovore
Been looking for this for a while - as a classicist, it fills me with a silly delight if nothing else.
perl
latin
linguistics
conway
insane
fun
october 2006 by infovore
Balloon. (Scripty postcards.)
july 2006 by infovore
Scripty postcards: chunks of Ruby you can run just by evaluating them. They do useful things, and are hilariously insecure - but the concept is delightful. Not sure what I'd use it for... but it all hangs together very nicely.
ruby
scripting
fun
proramming
web
july 2006 by infovore
Kelly Dobson: Blendie
march 2006 by infovore
Voice-controlled blender. Lovely.
hardware
ixda
interactiondesign
fun
march 2006 by infovore
mediatinker.com
december 2004 by infovore
gingerbread motherboard
baking
fun
geek
gingerbread
motherboard
december 2004 by infovore
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