Gamasutra: Ben Lewis-Evans's Blog - My Heart on Halo
january 2011 by infovore
"I am currently using heart measurement equipment for an experiment as part of my PhD and for fun (N=1 isn't usually great Science) I thought I would bring the equipment home last weekend and see what my heart looks like when I am playing a mutliplayer game of Halo Reach (Slayer DMRs on Zealot - Blue Team). Here is what I found."
halo
science
games
experiment
january 2011 by infovore
Living Epic: Video Games in the Ancient World: Halo: Reach as practomime
september 2010 by infovore
"Reach, on the other hand, without its player, is an epic waiting to happen, a set of ludics waiting to be given enactment. More than any other comparison I could make, I think this one points out the value of thinking about games like Reach in the light of epics like the Iliad: these two kinds of practomime share the enormously important characteristic of living through re-performance, of gaining their meaning through iteration according to the rules laid down by the practomime." This is good: game as structure, the core loop as enacted by the player being what brings it to life, structures it according to its audience.
epic
halo
games
performance
narrative
september 2010 by infovore
Halo: Reach Audio - Sound Mixing in Halo: Reach - Popular Mechanics
september 2010 by infovore
"Here's how important the music is: In all of the Halo games to date, Bungie has left out the option to turn the music off." Nice article on Marty O'Donnell's work for Bungie; I really enjoyed the shot of the "stripey room".
games
audio
sound
music
martyodonnell
halo
bungie
september 2010 by infovore
Introduction to Grifball - The Quixotic Engineer
may 2009 by infovore
"What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.
games
grifball
halo
play
consensualplay
modification
sport
inlink
may 2009 by infovore
Versus CluClu Land: I Pay Tribute to the Master Chief
august 2008 by infovore
"I've heard that Japanese developers, who have traditionally held American game development in low esteem, have a great deal of respect for Bungie, and you can understand why. Bungie has done for shooters what Nintendo did for platformers: they've turned the visceral joys control and motion into the centerpiece of the game."
bungie
halo
games
interaction
physics
motion
control
embodiment
august 2008 by infovore
GameSetWatch - In-Depth: Bungie On Eight Years Of Halo AI
august 2008 by infovore
Matthew Kumar writing up Damián Isla's session from Develop, on the evolution of Halo's AI. It was excellent: technical and experiential enough all at once.
halo
games
design
bungie
ai
programming
development
develop
august 2008 by infovore
Versus CluClu Land: Lasering Dudes is a Sport
august 2008 by infovore
"One of the reasons that sports have a such a reign over our imagination is that they feed into our love of storytelling. Sports are made to create situations with narrative significance: last-minute reversals, falls from grace, chances for redemption."
halo
games
play
narrative
storytelling
immersion
august 2008 by infovore
Halo 3: How Microsoft Labs Invented a New Science of Play
august 2007 by infovore
"Bungie's designers aren't just making a game: They're trying to divine the golden mean of fun." Large Wired article on how Bungie do UX research for Halo 3.
games
halo
bungie
play
flow
ux
interaction
design
testing
august 2007 by infovore
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