infovore + games   1128

Dual Analog Controller Object
"DAController is a wrapper class for use with the proCONTROLL joystick library written by Christian Riekoff for Processing. It encapsulates the two analog sticks and all the buttons found on a typical dual analog controller." Ooh.
processing  controller  analogue  games 
6 days ago by infovore
Prototyping without physics - Edge Magazine
"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
On Endings - Kill Screen
"There’s still a smell of bullshit to almost every videogame story I read, even as it’s advanced to a very high level being in The New Yorker and The New York Times Magazine. To me it derives from this politeness about the thing that’s experienced. In literary criticism there are really cutting deconstructions of things that are inadequate—Nabokov talking about what a fraud and charlatan Faulkner was—but there’s this really intelligent, but painfully milquetoast, quality to the way we appreciate games. It’s a reflection of how partially engaged we are with each one. We consider games primarily as ideas, rather than actual evolving relationships that we’ve had over time." Yeah, that. I enjoyed this discussion: I'm pretty sure you don't have to finish games to review them. Then again: I also think writing about games six months after they came out is way more interesting than trying to hammer through something to fit into a review cycle.
games  reviews  criticism  killscreen 
6 weeks ago by infovore
Valve: How I Got Here, What It’s Like, and What I’m Doing | Valve
"If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation." (Michael Abrash is scary smart, at Valve, investigating wearable computing, but this line - about the value of being first and being innovative - was the most important here for me.)
michaelabrash  games  valve  innovation  creativity 
6 weeks ago by infovore
Jenova Chen: Journeyman • Articles • Eurogamer.net
"So what happened when you removed collision detection?" "Players started looking for other ways to get more feedback. Helping each other yielded the most feedback so they began to do that instead. It was fascinating." A lovely interview - and great piece of writing fro Simon - with Jenova Chen. The parts on how players regress is particularly interesting, as is Chen's ambition to be _different_ rather than just 'artistic'. I particularly enjoyed the anecdote about collision detection, hence quoting it.
journey  thatgamecompany  games  simonparkin  writing  interview  jenovachen  play  childishness 
8 weeks ago by infovore
Downloadable Classics | Hookshot Inc.
"Melville’s searing, wayward novel about obsession and the nature of evil becomes a twin-stick shooter for consoles. The twist? The playing field is 5000 miles wide, and there’s only one enemy." Christian is brilliant. (I'm pretty sure my links are full of 'Christian is brilliant' annotations)
games  books  literature  melville  christiandonlan 
12 weeks ago by infovore
Manovich: Database as a Symbolic Form
"Or, in a diffirent formulation of the legendary author of Sim games Will Wright, "Playing the game is a continuous loop between the user (viewing the outcomes and inputting decisions) and the computer (calculating outcomes and displaying them back to the user). The user is trying to build a mental model of the computer model.""
games  loops  models  willwright 
12 weeks ago by infovore
Fantasy Shipping Forecast
"Using the daily 0048 Shipping Forecast from BBC Radio 4, we take the average of each gale force mentioned for an area to determine that area's score. Pick a dream team of five sea areas, and your team's score will be the average of the scores of those regions, both daily and weekly." Hah, lovely.
games  shippingforecast  radio4  kevandavis 
12 weeks ago by infovore
Proteus and Audio-Visual Beauty | Games @ Parsons
"Proteus, in the end, helps me move further into a design philosophy that avoids blacks and whites, finding a comfortable home in the much less solid greys.  Videogames aren’t about mechanics.  They aren’t about visual or audio either.  They aren’t about the ideas of the author or about the experience of the player.  They aren’t about story or actions or strategy.  They aren’t about controllers or processors or screens.  They aren’t about technology or culture or ritual.

Videogames are a combination of all these factors, or a combination of some of these factors.  Videogames are whatever we want them to be.  For Ed Key and David Kanaga, while making Proteus, videogames are about the beauty of walking, looking, and listening." However much I bang on about rules/systems/you know the score, I still very much agree with this. I still like the abstract.
games  abstract  gameiness  proteus 
february 2012 by infovore
Dave Hickey - The Heresy of Zone Defence [pdf]
"Kareem, after the game, remarked that he would pay to see Doctor J make that play against someone else. Kareem's remark clouds the issue, however, because the play was as much his as it was Erving's, since it was Kareem's perfect defense that made Erving's instantaneous, pluperfect response to it both necessary and possible—thus the joy, because everyone behaved perfectly, eloquently, with mutual respect, and something magic happened—thus the joy, at the triumph of civil society in an act that was clearly the product of talent and will accommodating itself to liberating rules." This is phenomenal writing.
writing  play  sport  games  basketball  davehickey  juliuserving 
february 2012 by infovore
Introducing Playfic - Waxy.org
"My hope is that Playfic opens up the world of interactive fiction to a much wider audience — young writers, fanfic authors, and culture remixers of all ages." Which is always the audience Inform 7 felt like it was really branching out towards. Sometimes the way to make things accessible is to lower the cost of entry - and in that case, it means a webservice, rather than a downloadable app. Will be interested to see how Playfic develops.
games  interactive  fiction  if  waxy  andybaio 
february 2012 by infovore
The Millions : The Arcades Project: Martin Amis’ Guide to Classic Video Games
"As a novelist, his ludic delight in finding new ways of playing with language — new ways of narrowing the ever-descending phalanx of cliché — is palpable in every sentence. So for all its contextual aberrance, this strange and disreputable book actually makes a certain kind of warped sense. And if for some reason you happen to be looking for a guide to arcade games of the early 1980s, you could probably do a lot worse." I knew of the book already - but this is a striking look at it.
books  games  martinamis 
february 2012 by infovore
Happy Action Theater Review • Reviews • Eurogamer.net
"But still that voice nags away: "Is it a game?" The question, in the end, proves laughably redundant. Ask my daughter if she's playing a game and she'll look at you like you're an idiot (I get this look a lot) because of course she's playing a game. What else would you call it? The difference is, it's a game on her terms and, crucially, it's a game that takes place in her head, for the most part." As suspected, Happy Action Theatre sounds brilliant. More toys, please.
toys  games  happyactiontheatre  doublefine  kinect 
february 2012 by infovore
Hookshot Inc. | Writing about the games that arrive via SPACE.
Parkin / Donlan / Porter / Stuart start a blog about sub-$15 downloadable games. This is going to be good.
friends  games  writing  downloadable 
february 2012 by infovore
Lucy Prebble: 'Gaming is an artform just like theatre' | Technology | The Observer
"...a whole art form has developed in my lifetime. I remember for the first time reading: "Happy families are all alike; every unhappy family is unhappy in its own way." I remember the first time I heard: "I believe in America. America has made my fortune." And I remember standing in an open field, west of a white house, with a boarded front door. There is a small mailbox here." This is quite baggy and in places unfocused, but every now and then, there are moments of sharp focus. Most notably: the relation of the impulse to write to the impulse to play games (an escapist impulse in Prebble's mind, but that's not a bad one), and the understanding that 'culture is culture'.
games  culture  writing 
february 2012 by infovore
Gamasutra - News - Road to the IGF: Die Gute Fabrik's J.S. Joust
"A lot of people dismissed it as a Wiimote knockoff... but as I see it, that LED light changes everything. The radical thing about the Move controller is that each player essentially carries around with them a giant pixel." This, writ huge, is a lovely observation from Doug.
douglaswilson  games  jsjoust  motioncontrol  light 
february 2012 by infovore
Sundance: HBO And Scott Rudin To Turn Docu 'Indie Game' Into Series - Deadline.com
"HBO and producer Scott Rudin have acquired remake rights to Indie Game: The Movie, the documentary by first-time filmmaking duo Lisanne Pajot and James Swirsky that premiered in Sundance on Saturday afternoon. Rudin will develop the film as a fictional half-hour comedy series for HBO and he will be executive producer." What is this I don't even
games  comedy  hbo  remake  wat 
january 2012 by infovore
The New Year Games: what was all that about, then? | Hide&Seek - Inventing new kinds of play
"When I started writing this post, I didn’t have a conclusion in mind, but now that I’ve got to the end, the thing I want us to remember next time is just that: all the scales matter. Every part is important. The two days Sarah and Brian spent moving small pieces of vinyl, Ivan’s 4am printing-and-cutting, FOUND’s jumping-up-and-down to see if crowd movement broke their tech, last-minute shopping trips for slightly larger balls, all the things. Worry about it all. Fix everything." Lovely write-up from Holly of the big thing we did in Edinburgh. Also: good about the nature of the huge, and good about the nature of work. Worry about it all. Fix everything.
newyeargames  hideandseek  hollygramazio  work  games  fixeverything  polish 
january 2012 by infovore
Kill Screen - Profile: Matt Boch
"We made a commitment to real choreography. I basically drew a line in the sand and said, “If this interface is going to be great, and we're going to make a dance game that's gonna be transformative, you have to be able to dance 'Crank That' by Soulja Boy.” That’s the bar for a good interface."
dance  interface  games  harmonix  choreography 
january 2012 by infovore
Fingle for iPad
Two-player game designed to encourage awkward/fun bodily contact. Well, finger-contact. Really lovely idea: the sort of thing shared screens are designed for.
design  games  interaction  ios  sharedscreens  intimacy 
january 2012 by infovore
Insult Swordfighting: The loneliness of the support gunner -- Video Game Reviews and Rants
"My energy is flagging and he is disappearing over a rise. I wonder: Had he even known I was there? Had I imagined our moment of shared transcendence? And I wonder: Will no one take my ammo?" Battlefield is often like this, which is why it's frustrating, and why it's brilliant.
battlefield3  games  teamwork  mitchkrpata  writing 
january 2012 by infovore
Top ten movies of 2011! : The Word of Notch
"I could argue back and forth forever, but what I really want to do as a developer, is to work on games in tiny, tiny teams. It means less compromise when it comes to design. It means more freedom when it comes to implementation."
notch  games  teams  programming 
december 2011 by infovore
Architecture in The Witness
"Yes, we could have started with the placeholder structures and made them more elaborate and better-looking, in a general video-game-level-design way, but that’s different from having well-thought-out ideas subtly embodied in the structures of the areas, which is what we are going for." The Witness used real architecture and landscape architecture firms to help design its world.
games  jonathanblow  thewitness  architecture  gardens  landscape 
december 2011 by infovore
Fireplace
"Type words to interact with Fireplace or just sit back and enjoy. The logs burn down to ashes in about 30 minutes each." Charming, delightful.
games  toys  fireplace  tedmartens  lovely 
december 2011 by infovore
Brogue
"Brogue is a Roguelike game for Mac OS X, Windows and Linux by Brian Walker." It's REALLY good: stripped-down and straightforward, as Rogue was, but with nice mouse implementation and a lovely auto-explore mode. Really rather nice.
mac  windows  linux  roguelike  games  rogue 
december 2011 by infovore
Pig Chase, a game for pigs and humans – Hubbub
"The choice for light as a medium is the result of a systematic exploration of what kinds of stimuli pigs respond to. We were aware of some evidence indicating pigs enjoy light. But when we saw how they reacted to a laser pointer, we knew we were on to something." Kars' frankly crazy game for pigs and people is in video form now, but he's deadly serious about it existing. I'm quite excited for him.
karsalfrink  hubbub  pigs  buta  play  games  interaction  design 
december 2011 by infovore
The Quiet Tinkerer Who Makes Games Beautiful Finally Gets His Due
Great profile on Tim Sweeney from Stephen Totilo. Again, part of my childhood gaming, especially ZZT, which was a brilliant editor and one of the first play/create tools I messed around with. Striking to see how much impact the shareware creators of my youth - Carmack, Sweeney, and all the Apogee/id/Epic crews - have gone on to have in the modern industry. Also: striking to be reminded how much of those early PC gaming days were about borderline geniuses writing terrifying graphics engines.
games  timsweeney  epicmegagames  epic  zzt  engines  creation  profile  stephentotilo 
december 2011 by infovore
GameDevBlog: Notes on *Impro* by Keith Johnstone
Jamie on "Impro" with respect to games. I really need to get on and read it.
keithjohnstone  impro  improvisation  games  jamiefristrom 
december 2011 by infovore
Kill Screen - No Ludo: The Illogical End
"Winning and losing are only defined in their relation to us. Their meaning doesn’t come from an abstract ideal that is buried in the rules of the game, but from our experiences in life, such as witnessing war; or watching Garry Kasparov’s erratic behavior during his matches with Deep Blue; or having once won the emotionally fractured heart of the blonde from class, only to have it crumble in my hands. A game like chess is meaningful because it comments on our wider view on culture—not because placing pieces in a certain position leads to an endgame." On the battle between the logic of systems and the illogic of meanings. Useful food for thought right now.
systems  games  killscreen  ludology  rules  mechanics 
december 2011 by infovore
Kill Screen - In Brief: Who Rules the Rules?
" If real human players are serving as the authority, the spirit of the rules is intact even if they are not followed literally. Rules are checked for reference when a debate comes up about a certain ability or tactic, but they are not a constant authority. There’s a certain flexibility present when the players have the final say on what is acceptable. They only bend the rules when it makes the game more fun." This is very good: textualism versus contextualism.
games  writing  rules  systems  context  killscreen  lbjeffries 
november 2011 by infovore
Hacking Carbon Emissions into Minecraft
"When you burn some wood in a furnace, the mod calls out to AMEEconnect to do a calculation, and adds the result to a tracker in-game. As the carbon ticks up, the environment gets more and more polluted as the skies go dark and the clouds come down. OK, not entirely accurate, but an effective visual indicator!" Fun.
amee  minecraft  modding  data  games 
november 2011 by infovore
Kinect: Disneyland Adventures Review • Eurogamer.net
"Nine hours in, with no end to the fetching and photographing and fishing and flower-watering in sight, I suggested to one of my nieces, who was playing the game with me (the whole thing's drop-in co-op friendly), that maybe collecting three pepper pots to make Monstro the Whale sneeze was not so very different to collecting three sets of banners for the Toon Town election. It turns out that, from the perspective of a six-year-old, it's entirely different, and I clearly understand little about whales and even less about elections." A marvellous, marvellous piece of writing from Christian (again).
games  kinect  disneyland  children  play  christiandonlan 
november 2011 by infovore
My Thoughts on Free-to-Play Games - Chris Hecker's Website
"However, if you are making a sustainable living doing pay-up-front games, and you find those are the kinds of games you are most passionate about, but you feel the itch to try out free-to-play because some other people are getting rich doing it, then I'd take a step back and examine your motives and what makes you fulfilled as a person. VC-types look down on this kind of thinking with the awesomely cynical term "lifestyle business", but isn't that exactly what we want to create, a business that supports our desired lifestyle, which includes making games we're proud of?" Chris Hecker on Free-to-Play
games  business  freetoplay  chrishecker 
november 2011 by infovore
Culture Desk: The Video Game Art of Fumito Ueda : The New Yorker
"...the world of Shadow of the Colossus is seemingly empty, except for the colossi and the warrior. Until you reach a colossus, there is no music, leaving you alone with your thoughts and the sound of your horse’s hooves. No enemies jump out to attack, it occurred to me on one of these rides, because I am the one on the hunt. The natural order of a video game is reversed. There are no enemies because I am the enemy." A decent enough piece on Ueda's games for the New Yorker - but this paragraph is marvellous.
games  fumitoueda  art  interaction  narrative 
november 2011 by infovore
Kill Screen - My Purple-Haired Made-Up Best Friend, and Why She Had to Die
"I only got to hang out with Rachael once: in San Francisco, for a week, during the Game Developers Conference...

Here’s how we did it: She shared my eyes and ears, and she wrote her impressions through my laptop and my BlackBerry. When we touched down at SFO, she wrote the first tweet, and she eavesdropped on the game designers that I sat with riding into town on the BART. We were working press—except I was the one sweating the deadlines, and looking for good ideas, while she was just loving it..." Chris Dahlen on writing pixelvixen707
games  transmedia  writing  chrisdahlen  marketing  args  pixelvixen707 
november 2011 by infovore
Kill Screen - Fallout New Vegas DLC Review
"...you play other roles than “protagonist.” That there are other ways of seeing." Very good.
writing  agency  games  fallout 
november 2011 by infovore
Grand Theft Auto and Kantian Ethics | D Nye Everything
"The tragedy of Nico Belic is that, narratologically and in terms of the game mechanic, he can never stop using people as a means rather than an end."
games  gtaiv  kant  ethics 
november 2011 by infovore
[REDACTED] The Dominant Cultural Form of the 21st Century - Click Nothing
"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
Gamasutra - News - Analysis: Scribblenauts - 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."
games  play  imagination  scribblenauts 
october 2011 by infovore
Mamono Sweeper
"This is a cross between Minesweeper and an RPG. You gain levels by killing weak monsters and win when you defeat them all. It's a bit different than Minesweeper in that the number you reveal when you click on a square is the total of the levels of the monsters in adjacent squares." Uh-oh.
games  minesweeper  rpg 
october 2011 by infovore
How Vimeo Lost Me
"And all this time I can’t help thinking that this was because I’m working with games. If I was a fimmaker, this is issue would never crop up. But games have to constantly defend their status as a way of creative expression. When creating games, you are by default suspected of either selling out or producing nothing of value what so ever. Or both." Seriously, Vimeo need to sort this out: it's embarrassing, and contrary to the messages they send out.
vimeo  games  culture  art 
october 2011 by infovore
A disappearing history. | Groping The Elephant
"If this doesn’t seem like a big issue imagine the state of cinema if film students were only able to study films made in the last two decades? Or if English Literature students no longer have the ability to examine the works of Shakespeare or Twain? What might be lost?" Seriously, companies: stop turning servers off. Processor power is cheap.
multiplayer  history  games 
october 2011 by infovore
A Story of GameLayers, Inc.
"Between 2007 and 2009 GameLayers made a multiplayer game across all the content of the internet. I was the CEO of GameLayers and one of the co-founders. Here I'll share stories and data from this online social game startup. This story covers prototyping, fund raising, company building, strategic shifting, winding down and moving on." Brutally honest writing from Justin. It's detailed, clear, and the financial figures are worth a read if you're even remotely thinking about things that look like this. Definitely worth your time.
business  games  pmog  justinhall  companies 
october 2011 by infovore
The Transformers at dConstruct 2011 – Hubbub
Kars' "hypertext remix" of his marvellous dConstruct talk. It was sensitive and well thought-through, and appealed to me as both a designer and game maker. Very much worth your time.
baarle  karsalfrink  dconstruct2011  cities  games  design  talks 
september 2011 by infovore
Our First App and Developer Site; Live! | Glitch Blog
"With the full avatar spritesheets available in the API, we dream of Glitch characters overflowing the bounds of the browser —and even the game itself— to find new adventures, anywhere people can take them. To this end, our new developer site is chock-full of resources to enable web/HTML5, iOS, and Android developers to build interesting applications leveraging Glitch APIs." Full spritesheets! Gorgeous. But really: this has the potential to be super-brilliant, and it's nicely designed. Hopefully more conventional developers will get on this sort of thing at some point. Bungie? Valve? Blizzard? Watch out.
games  glitch  api  development  eatingdogfood 
september 2011 by infovore
Cardboard Children: Heroquest & More.. | Rock, Paper, Shotgun
"I think games connect us to a time when we had time. In your youth, time is elastic. You have exactly as much of it as you need. You have no responsibilities. No job, no children. Nothing but time, and friends, and shit to play with. When we play games now, as adults with too much stuff going on, we do so because we’ve made time for them. We’ve set time aside to indulge in some nonsense with people we love. When you make that time, you HAVE that time. And when you have that time, it’s like being back there – back in that place, that living room, that bedroom, that house full of memories. With time to spare, and everything exactly as it was." Oh, Rab. Marvellous.
games  writing  childhood  nostalgia  robertflorence 
august 2011 by infovore
David Sudnow: Pilgrim in the Microworld | The Gameshelf
"He spends a chapter meditating on the nature of practice and mastery, both in general and in its application to Breakout. Eventually, and after much frustration, he concludes that Breakout doesn’t want to be played that way. Instead, he embraces what he calls the game’s “lucratively programmed caring,” the way its few but distinct design elements work together to guide the player into getting incrementally better at it, revealing more about its inner workings, bit by bit — but only for those who fulfill their end of its contract, who agree to approach the game on its own terms. Treating it like a piano exercise, it turns out, doesn’t work." I'm reading Pilgrim at the moment, and it's an incredible book for all manner of reasons. This lovely piece is something to return to when I finish it.
davidsudnow  games  breakout  writing 
august 2011 by infovore
War, What is it Good For? Learning from Wargaming | Play The Past
Super-good article about wargames, through the lens of the Connections conference, that considers their relevance and what they have to teach, especially within games that aren't about war or conflict.
games  research  connections  simulation  wargames 
august 2011 by infovore
Crossword blog: A cryptic greeting | Crosswords | guardian.co.uk
Alan is writing the Guardian's crosswords blog, looking at crosswords from all publications. Brilliant.
crosswords  games  puzzles  words 
august 2011 by infovore
D Nye Everything: Un-loving Criminals - sheer criminality and Zugzwang
"Zugzwang is one of my favourite words, and an extremely useful one. Essentially, it's a condition where it would be better not to move, in a game where you have to move, such as chess. Strictly speaking, it describes a situation where that move will end the game, with the mover as the loser, but the definition in chess is looser, and only demands the loss of a piece or the worsening of the player's position. The player has to take the least worst option. It's a kind of judo - using the ineluctable forward momentum of the rules of the game to force the opposing player to do your work for you." The momentum of rules! I like that a lot.
zugzwang  chess  politics  games  rules 
august 2011 by infovore
Skrekkøgle - Solitaire Win
The win-screen from Windows Solitaire, made physical. (Scroll down for explanations).
sculpture  games  play  solitaire 
august 2011 by infovore
Accuracy takes power: one man's 3GHz quest to build a perfect SNES emulator
Fascinating article on the lengths one has to go to to get perfectly accurate hardware emulation. It's not enough to get stuff to run; you have to get it to run right, and in the era this hardware comes from, that means it needs to take into account the weirdness of hardware.
emulation  snes  hardware  games 
august 2011 by infovore
Ian Bogost - Gamification is Bullshit
"I am not naive and I am not a fool. I realize that gamification is the easy answer for deploying a perversion of games as a mod marketing miracle. I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy and performance of your competitors, I understand that mediocrity's lips are seductive because they are willing. For the rest, those of you who would consider that games can offer something different and greater than an affirmation of existing corporate practices, the business world has another name for you: they call you "leaders."" Ian's whole article is great, and the comment thread is eye-opening.
ianbogost  games  gamification  business  marketing 
august 2011 by infovore
Tabletop: Analog Game Design | ETC-Press
"In this volume, people of diverse backgrounds -- tabletop game designers, digital game designers, and game studies academics -- talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles."
books  games  design  boardgames 
august 2011 by infovore
Six games about architecture – Hubbub
Lovely little round-up of games about architecture and the urban environment from Kars.
architecture  games  play  cities  space 
august 2011 by infovore
DESIGNER NOTES » Blog Archive » Game Developer Column 18: The End of Games?
Cracking analysis from Soren Johnson on Free-to-Play, how it shapes game design for both good and ill, and the opportunities it opens in its wake.
games  business  microtransactions  sorenjohnson  freetoplay 
august 2011 by infovore
Kill Screen - Review: Duke Nukem Forever
"You also know about the Wait. The Wait is Ahab’s white whale; it is America at Ellis Island; it is the night sky to the Greeks. The Wait is a disgusting amalgam of dreams, memories, hopes, desires, and expectations. In fact, barring all else, this may be the only thing that you know about Duke Nukem." A lovely piece of nostalgia - and review-system-breaking-analysis - from Jamin.
killscreen  review  dukenukemforever  jaminwarren  games  reviews  scores 
august 2011 by infovore
Why Debates About Video Games Aren't Really About Video Games
"It's not enough to hope that games might be redeemed as fine art or to be played by people of all ages and backgrounds. Instead, video games' cultural future depends on a rich, diverse, magical ecosystem of weird games of all shapes, sizes, and purposes helping multitudes of people pursue a variety of goals and passions. It's not that games need to "rise to the level" of books and films and the like, but that they need to spread like those media into all the nooks and crannies of human activity. The more deliberately creators populate such an ecosystem, the harder it will become for games to become pawns in the debates of others."
games  ianbogost  rhetoric  culture 
august 2011 by infovore
Beware of the Sorrell: Everybody Is A Game Designer
"Children will turn anything into a toy, any toy into a game and any game into a story. Adults do just the same thing, they just don’t do the noises. At least not when anyone’s looking." Yes. (Also: Sorrell is blogging. This is good.)
marksorrell  toys  games  stories  play 
august 2011 by infovore
The World Warrior | insert credit
"His base is too good, and I don’t have the choke. He proceeds to take a more dominant position, scores points, and my body is burning from the effort. The choke he applies toward the end of the match is almost a formality, since I’m far too tired to do much more than hang on. Second place. Second place because I’m learning the triangle choke, not learning Jiu Jitsu. Chipp never wins tournaments." A fantastic piece of writing, about beat-em-ups and combat sports, and the mindset you get into as you play both. I'm not a combat sports man, but it nails some of the inside of your brain when you've played a lot of beat-em-ups, for sure.
mma  brazilianjiuitsu  insertcredit  fighters  games  writing 
july 2011 by infovore
LA Noire dev responds to controversy News - - Page 1 | Eurogamer.net
'"The expectation is slightly weird here, that you can do this stuff without killing yourself," added McNamara. "Well, you can't, whether it's in London or New York or wherever; you're competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people."'

This is what McNamara considers responding to controversy. I'm furious that men like this are allowed to manage other human beings.
management  industry  games  workingpractice  quality  brendanmcnamara  asshat 
june 2011 by infovore
dan says...
"Twenty-one years later, an anonymous software engineer pulled together various digital artifacts to create a multiplayer game for his son.

Tonight, while playing that game, I ran into my 15-year-old self."

What magic smells like.
games  history  internet  networks  timetravel  magic 
june 2011 by infovore
YouTube - Interview w/ Broly, Disabled Super Street Fighter 4 Chun-Li Player
"At Southern Impact in Laredo, TX, we met a talented SSF4 Chun-Li player named Mike Begum (aka "Broly" or "Legs") who has a condition called arthrogryposis. Despite his circumstances, he became one of the top Chun-Li players in Texas after playing the game for just 6 months, and is also one of the best Super Smash Bros. players in the state. In this interview with Gootecks, Broly talks about how he plays without using his hands, why and how he uses Chun-Li, and his advice for others in similar situations." I cannot play Chun-Li, or to be frank, my mains, nearly as well as this. You go, dude.
streetfighter4  games  disability 
june 2011 by infovore
Gaming Made Me: Colossal Cave Adventure | Rock, Paper, Shotgun
"I didn’t contact Charlotte; I want to leave the memory untouched. So that we will always both be Crowther’s daughters, too." I think that line - that one, remarkable, final line in a lovely, lovely paean to ADVENTURE - made me tear up a bit.
games  crowtherandwoods  colossalcave  leighalexander  writing 
june 2011 by infovore
Make Flash Games with StencylWorks
GameMaker-like tool for OSX and Windows - that outputs Flash games, built out of Flixel and Box2D. Niiice.
games  prototyping  flash  flixel  box2d 
june 2011 by infovore
The One Page Dungeon Contest | Play This Thing!
"The One Page Dungeon Contest is level design contest for creating a scripted RPG adventure that fits on one 8.5x11 page. All information, the map, story, encounters and more have to fit in one page. Sort of writing a haiku, short and sweet.

The dungeons are RPG-system neutral and vary greatly in style. Several are classic hack-and-slash dungeon-crawls, while others involve mysteries, horror, solitaire play and lots more." Sounds great.
games  rpg  system  stories  succinct  short  compact 
june 2011 by infovore
Kill Screen - Profile: Bennett Foddy
"I have this colleague of mine who is an avid rock climber, and I’m trying to get him to play GIRP. He says that what I’m saying is like, “I’ve come up with this new formula of crack that’s ultra-addictive; why don’t you try this new crack I’ve cooked up?”" Wait, Bennett GIRP/QWOP Foddy was in *Cut Copy*?! Awesome.
killscreen  interview  games  bennettfoddy 
may 2011 by infovore
HonestGamers - L.A. Noire review (Xbox 360)
"Unlike the movies that influence it, LA Noire takes place in a world where editing hasn't been invented yet." Really good writing from Tom Chick; this was perhaps my favourite quotation. I genuinely wonder how many people playing this game have never played a "proper" adventure game - be it an old Sierra point-and-click, or something from the Phoenix Wright/Hotel Dusk school. Chick's line about the matchbook is exactly the thing adventure gamers got fed up with in the *late nineteen-eighties*. We don't need the bad parts of Sierra coming back to haunt is.
games  lanoire  adventuregames  history  historiography  experience 
may 2011 by infovore
Copenhagen Game Collective - Johann Sebastian Joust!
"Johann Sebastian Joust! is a no-graphics wiimote dueling game prototype for 3+ players. We developed it at the Nordic Game Jam 2011." Fun: electronically-enabled, no-screen gaming, which in this case is primarily about putting other players off and interfering with their controls.
games  cgc  wiimote  pervasive 
may 2011 by infovore
Kill Screen - Infinity Blade Review
If you're going to write a review for a digital medium about a recursive game, this is as good a way as any to do it. Bravo.
games  reviews  infinityblade  killscreen 
may 2011 by infovore
Lionhead: Pre-owned worse than PC piracy News | Eurogamer.net
'"Piracy these days on PC is probably less problematic than second-hand sales on the Xbox," declared lead Fable III combat designer Mike West.' Oh dear.
games  secondhand  preowned  ohdear 
may 2011 by infovore
Above 49: Those Other Indie Games
Nice little collection of indie pen-and-paper RPGs; Dread sounds a lot of fun, and yet another reminder how much I need to get Fiasco.
games  rpgs 
may 2011 by infovore
Planetary iPad app turns music collections into galactic art (Q&A) | Geek Gestalt - CNET News
"It has been interesting to watch the rise of the subsequent discourse on gamification, because to me, the focus on "achievements" and such misses the real power of games: they teach us dynamic system models. The instruments we build at Bloom will each provide a different "physics of information," or game-like rule set that maps the variables from the data the user is viewing (how many followers does my friend have) into a set of rules that govern the behavior and presentation of the data (how big is the dot that represents that friend). Once users learn how these rules work, they can perform the system like they might perform a video game, zooming through structures, using tools, and interacting with the environment. Play is the way humans learn how new environments work. We'll let people play in countless environments built by their own network data and resources." Dingdingding!
systemsthinking  bencerveny  games  bloom  play 
may 2011 by infovore
Gaming Made Me: Coverdiscs | Rock, Paper, Shotgun
"Games of every hue are mental anchors – lumps of code that occurred at regular intervals in your life that you can hang your memories around. The reason retro gaming has such an appeal is because it provides a direct and unchanging channel to your past self – someone probably very different to the person who struts around with your body hanging off him today. For many (and overall, of course, for me) the skies weren’t only bluer, the grass wasn’t only greener and the world wasn’t only simpler in games of yesterday – so too our memories of our lives while we played them." Gosh, coverdiscs. So many memories.
games  memories  coverdiscs  willporter 
may 2011 by infovore
Up, not North - Portal turret plushie
"
hen I finally got around to playing Portal, I was a bit surprised at how much the Internet loved the companion cube. Sure, the cube is pretty great, but in my mind it pales in comparison to the turrets, the real scene-stealers of the game. In fact, they inspired a Veruca Salt-esque covetousness in me. I wanted one. Badly. And, of course, it just wouldn’t be the same if it didn’t talk…" I had forgotten how much I loved the turret dialogue. You monster.
games  portal  making  electronics 
april 2011 by infovore
How many souls has the dungeon stole? | MetaFilter
MeFi thread spun out of my Roguelikes post; some great comments and insight, and what a cast!
metafilter  rogue  games  dungeoncrawling 
april 2011 by infovore
Kill Screen - Outbreak!
"There was one guy on the steps of a building and proselytizing the end of the world. My guess is that he was doing it for jokes, but if you’re in the middle of it with your friends exploring a world covered in blood, then there’s something in our understanding of the Black Death in the Dark Ages and people announcing the coming of the end that plays into the social fear." Kill Screen interview on the Corrupted Blood outbreak in WoW.
killscreen  games  epidemeology  viruses  wow  worldofwarcraft  interview 
april 2011 by infovore
DESIGNER NOTES » Blog Archive » Dragon Age Legends: Guilds Explained
"...a genuinely meaningful social mechanic can create its own share of problems. Facebook friends are not necessarily one’s actual friends. Players often announce their names and character details in various forums, hoping to find “fake friends” to fill out their list. Doing so creates three advantages. First, the more friends the player has, the more opportunities for his character to be borrowed and thus earn friend gold for the player. Second, high-level friends make combat far easier because of their high stats and upgraded skills. Finally, a surplus of friends allows the player to bypass the rest time restriction." How do you get around all this? Johnson explains all. It's a really lovely piece of genuinely social game design.
sorenjohnson  games  design  social  meaningful 
april 2011 by infovore
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