Eye blog » Playing with the logo. How Ken Garland + Associates had graphic fun with the Galt Toys identity
7 weeks ago by infovore
Gorgeous work from Ken Garland, and an exhibition of the Galt Toys work in Shoreditch. And, best of all, the exhibition lets you play with the toys. Will be going to this.
kengarland
galttoys
toys
play
design
graphicdesign
7 weeks ago by infovore
Jenova Chen: Journeyman • Articles • Eurogamer.net
8 weeks ago by infovore
"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
Game Design Advance › Raymond Smullyan
february 2012 by infovore
"I would call him the greatest puzzle designer of all time, but that implies that there are lots of people who do what he does and he’s better than them, and that’s not quite right. What I mean is to say is that Raymond Smullyan is the Marcel Duchamp of puzzles, he’s the Brian Eno of puzzles. His work is singular, transformative, genre-defining, in a class by itself."
franklantz
raymondsmullyan
puzzles
play
maths
february 2012 by infovore
Dave Hickey - The Heresy of Zone Defence [pdf]
february 2012 by infovore
"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
Pig Chase, a game for pigs and humans – Hubbub
december 2011 by infovore
"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
Kinect: Disneyland Adventures Review • Eurogamer.net
november 2011 by infovore
"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
Gamasutra - News - Analysis: Scribblenauts - There Was a Young Lady Who Swallowed a Fly
october 2011 by infovore
"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
Skrekkøgle - Solitaire Win
august 2011 by infovore
The win-screen from Windows Solitaire, made physical. (Scroll down for explanations).
sculpture
games
play
solitaire
august 2011 by infovore
Six games about architecture – Hubbub
august 2011 by infovore
Lovely little round-up of games about architecture and the urban environment from Kars.
architecture
games
play
cities
space
august 2011 by infovore
Beware of the Sorrell: Everybody Is A Game Designer
august 2011 by infovore
"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
Ian Bogost - Procedural Literacy
july 2011 by infovore
"I want to suggest that there is a utility for procedural literacy that extends far beyond the ability to program computers. Computer processing comprises only one register of procedurality. More generally, I want to suggest that procedural literacy entails the ability to reconfigure basic concepts and rules to understand and solve problems, not just on the computer, but in general."
literacy
systems
procedural
play
ianbogost
july 2011 by infovore
Planetary iPad app turns music collections into galactic art (Q&A) | Geek Gestalt - CNET News
may 2011 by infovore
"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
Play This Thing! | Game Reviews | Free Games | Independent Games | Game Culture
january 2011 by infovore
"Not least among these movements is larp, brought to its apotheosis in the Nordic countries, where vast, imaginative works of enormous artistic ambition receive attention not only from game geeks but from their national cultures as well. This vital phenomenon is now accessible to English speakers through this landmark work, an anthology of articles describing some of the most impressive and compelling works of the form. Anyone seriously interested in role-play, interactive narrative, and the collision between games and theater will find it of enormous interest." Greg's introduction sounds good, and the PDF sample made this book look really quite something.
games
play
larp
january 2011 by infovore
Gamasutra - Features - Peering At The Future: Jesse Schell Speaks
december 2010 by infovore
Christian Nutt interviews Jesse Schell Lots of really interesting stuff in here - to be returned to, I think.
interview
gamasutra
jesseschell
games
social
play
online
december 2010 by infovore
gameplaywright.net // story, games, together
july 2010 by infovore
"The Bones gathers writing about fandom and family—about gamers, camaraderie, and memories— and ties them together where they meet: our dice. These are essays and anecdotes about the ways dice make us crazy, about the stakes we play for and the thrill we get from not knowing what the next roll will bring."
books
dice
games
play
july 2010 by infovore
Build Blog » Couch Cushion Architecture; A Critical Analysis
june 2010 by infovore
"More primal and immediate than any of the previously mentioned examples, it was couch cushion architecture that established the basic building blocks of our design logic. Unrepresented and ignored for too long in the architectural industry, today’s post pays respect to the wonders of couch cushion architecture. We’ve rounded up a (mostly) admirable collection of projects, taken from a randomly conducted search on the internet. Join us as we take a critical analysis of the architecture, methods and design philosophies of living room furniture re-appropriation." Charming, and generous, too.
architcture
criticism
design
children
play
june 2010 by infovore
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
Augmented Shadow_document on Vimeo
june 2010 by infovore
"Augmented Shadow, by Joon Moon, 2010. used openframeworks. It's a tabletop interface on where artificial shadows of tangible objects displayed. You can play with the shadows lying on the boundary between the real, virtual, and fantasy." Now stop reading and watch. Beautiful, simple, engaging, playful and storyful all at once.
play
shadows
ar
augmentedreality
emergentnarrative
june 2010 by infovore
russell davies: steal other things
april 2010 by infovore
"My main point brings me back to Pretending Apps. Because there are lots of other things you can steal from games, many other aspects of gaming that people find appealing and some of them might be more easily and usefully extracted." Yup. This was one of my main beefs with the whole "let's make everything playful/gamey!" trend that kicked off a few years ago: "game-y" was associated with "having points", and really, that's not what makes a game at all. (Other things that make a game: pretending, as Russell mentions, and visible mechanics, as I think I have to write about soon).
games
pretending
play
russelldavies
playful
fedupofthewordplayful
april 2010 by infovore
russell davies: not playful
april 2010 by infovore
"There seems to be some sort of consensus that the highest form of play is fully immersive, interactive live theatre. Well not for me. The rhetoric of these things is often about people making their own choices, being free to act, creating their own narrative, etc, etc. And I always end up feeling like a piece, a pawn." Totally; not for me, either, though I'm not totally into "Social Toys" either - but Russell's points are perfectly valid and sensible. (I do like theatre, though). Probably ought to write more than a few hundred characters on this.
theatre
pretending
play
socialplay
social
games
mores
immersion
april 2010 by infovore
Ten Million Sports
april 2010 by infovore
"In this adaptation of Raymond Queneau’s 100,000,000,000,000 Poems, the rules of 10 sports (football, polo, water polo, lacrosse, ice hockey, table tennis, basketball, rugby, the Kirkwall ba' and beach volleyball) are divided into their constituant elements (duration, playing area, objective, players per team, attire, ball and method of play/restrictions) in such a way that they can be reassembled without contradicting each other."
games
play
oulipo
language
sport
april 2010 by infovore
JOSM/Plugins/WMS Racer - OpenStreetMap
february 2010 by infovore
All I can do is quote Tom Carden: "So let me get this straight... Inside the beloved and venerable Java OpenStreetMap editor, JOSM, you install a plug-in which runs a (port? emulator?) version of Lotus Turbo Challenge II. And you drive around the game on a level composed of the aerial imagery you were tracing in JOSM. And it records GPX tracks. Which you can trace into maps and share on OpenStreetMap. Jesus."
games
play
osm
openstreetmap
holyheck
mapping
gpx
february 2010 by infovore
Review: Maestro: Jump In Music - Tiny Cartridge - Nintendo DS & DSi News, Media, Videos, Imports, Homebrew, & Retro Junk
january 2010 by infovore
"Two music games got it right on the DS this year, both eschewing fancy controllers, instead focusing on the system’s touchscreen to present their engaging concepts: Rhythm Heaven and Maestro: Jump in Music." Ooh, sounds interesting - will have to hunt that down. (Via Simon Parkin)
ds
games
music
interaction
play
january 2010 by infovore
"In his heart he's a cowboy, and in mine I'm Batman"
december 2009 by infovore
"The game is very impressive, and gives some great experiences. For example, a friend at work solves most problems with a jetpack and a lasso, instead of a grappling gun. In his heart he's a cowboy, and in mine I'm Batman." A comment on Brandon's year-end post about the uncanny valley of Scribblenauts; this line really, really stood out for me.
play
imagination
invention
games
scribblenauts
december 2009 by infovore
jordanmechner.com » Blog Archive » Designing story-based games
november 2009 by infovore
"Eons ago, in 1996, Next Generation magazine asked me for a list of game design tips for narrative games. Here’s what I gave them. Reading it today, some of it feels dated (like the way I refer to the player throughout as “he”), but a lot is as relevant as ever. I especially like #8 and #9." Jordan Mechner is a smart chap; nice to know he was on the right lines so long ago.
games
story
design
narrative
play
jordanmechner
november 2009 by infovore
Tale of Tales » Interview with Frank Lantz
november 2009 by infovore
Great interview with Lantz, expanding on his "games aren't media" angle and some other interesting points on aesthetics; totally marred by Michaël Samyn's trolling of a comment thread (on his *own* company's blog). Still, read the top half!
games
interview
taleoftales
franklantz
media
play
rules
aesthetics
november 2009 by infovore
Hubbub
november 2009 by infovore
"We create physical, social games for public space. Our games get people moving and talking. They stimulate their creativity and get them to connect." Kars has a name for his new venture.
friends
games
play
socialplay
karsalfrink
november 2009 by infovore
notes.husk.org. On noticings.
october 2009 by infovore
"I’ve always taken pictures of street furniture, signs, adverts, shop fronts, and other such trivia. I always felt a bit strange about posting them, but noticings seems to thrive on such things. I worry a little that I’ve annoyed people who liked irregular, but “better”, photographs, but hopefully there’s value in noticings, too." Paul is nice about noticings. I "get" his points about feeling like it's interrupting your photostream, but I enjoy the new things I discover more than I care about the disruption, and I hope other people feel that way, too.
flickr
noticings
games
play
cities
october 2009 by infovore
The Brainy Gamer: Hot for teacher
october 2009 by infovore
"The best games communicate their systems to us in ways that feel satisfying, and the quality of this dialogue between player and game often determines the success or failure of the game." Michael Abbott's been playing Demon's Souls.
demonssouls
games
play
learning
teaching
october 2009 by infovore
Achewood § August 3, 2005
july 2009 by infovore
"If you can't have fun playin' with a toy truck, then it's time to re-evaluate your life. You've become jaded." As ever, Ray Smuckles speaks strong truth.
achewood
toys
play
imaginativeplay
creativity
imagination
july 2009 by infovore
Bayer Didget - Product Information – Bayer’s DIDGET™ Blood Glucose Meter
july 2009 by infovore
"Bayer’s DIDGET™ is the only blood glucose meter that plugs into a Nintendo DS™ or Nintendo DS™ Lite system. This unique meter helps encourage consistent testing with reward points that children can use to buy items within the game and unlock new game levels." Blood glucose monitor for diabetics that plugs into your Nintendo DS. Utterly awesome, and exactly what a new world of products should look like.
nintendods
bayer
design
products
diabetes
health
play
nintendo
ds
superb
july 2009 by infovore
Hiding data, content and technology in real world games
july 2009 by infovore
Some jolly good stuff from Chris, notably "And I Saw..". I mainly like it, though, because he went and made a thing, and it definitely worked, and it's so, so simple.
data
games
play
sms
christhorpe
andisaw
simplicity
making
july 2009 by infovore
Arduino Squid on Flickr - Photo Sharing!
june 2009 by infovore
"LEDs pulse back and forth in the mantle to indicate roughly how many friends are on Xbox Live. It goes into red alert if anyone's playing Left 4 Dead." Nicely done; might poke something similar into life for myself, just for kicks.
arduino
xboxlive
games
friends
play
social
electronics
june 2009 by infovore
Poker players with "Magic: The Gathering" background succeeding at WSOP - ESPN
june 2009 by infovore
"While the two games have similarities, the consensus is that the collective poker success results more from the experience competition provides than the tactics and skill set utilized in 'Magic.'" Successful Magic: The Gathering players are moving over to professional poker. I particularly liked: '"I never want to play poker in my free time. 'Magic' you can. You can't make a living at 'M:TG,' but it's just the more enjoyable game.""
gambling
poker
games
play
gaming
pressure
magic
mtg
magicthegathering
skill
june 2009 by infovore
THE GRIND: SOCAL EDITION (SF4 TRAINING & SBO QUALS) - iPLAYWINNER FIGHTING GAME NEWS - Street Fighter Virtua Fighter Tekken SNK Capcom BlazBlue Fighting Game News Strategy and Guides at iPlayWinner.com
june 2009 by infovore
Huge, and a bit baggy, but nontheless interesting account of a trip to the SBO Qualifiers in the US; if anything, makes me sad that there's no way we'll ever see an arcade scene like this in the UK ever again.
arcade
games
streetfighter
play
competition
sbo
narrative
society
june 2009 by infovore
GameSetWatch - Postmortem: Getting Serious With Budget Hero
june 2009 by infovore
"Finally, if one can wrap a game around a complex issue like the national budget and engage that many young people, we should be able to do the same with other important policy issues, from climate change to health care. The budget was about the most boring issue one could take on compared to Lost, Heroes, World of Warcraft, or playing Moto Racer on the iPhone." Really interesting set of conclusions from a large-scale serious game.
seriousgames
budget
budgethero
games
play
policy
government
wgrtw
june 2009 by infovore
GameSetWatch - Interview: Maxis' Bradshaw On Freedom In Games, Failure As A Positive
june 2009 by infovore
"There've been studies on how gamers actually become better business leaders," she says. "They're very familiar with that creative, collaborative team space that's so much a [part of] our businesses." And creative, unstructured play means letting players fail, she asserts.
Giving players the opportunity to have failure states -- not just a "strict message that's being delivered" -- is the right way to encourage players to learn and explore. She noted educational game Electrocity, a SimCity inspired resource-management game, that allows for mistakes and consequences. "Sometimes in those moments is when people 'get it' strongly," says Bradshaw.
wgrtw
failure
games
learning
play
business
collaboration
leadership
Giving players the opportunity to have failure states -- not just a "strict message that's being delivered" -- is the right way to encourage players to learn and explore. She noted educational game Electrocity, a SimCity inspired resource-management game, that allows for mistakes and consequences. "Sometimes in those moments is when people 'get it' strongly," says Bradshaw.
june 2009 by infovore
The Brainy Gamer: Gee whiz
june 2009 by infovore
"Games don't separate learning from assessment. They don't say "Learn some stuff, and then later we'll take a test." They're giving you feedback all the time about the learning curve that you're on. So, they're not the only solution to this problem by any means, but they're a part of the solution of getting kids in school to learn not just knowledge as facts, but knowledge as something you produce; and in the modern world you produce it collaboratively." Jim Gee is a smart guy. I need to read more on him.
wgrtw
learning
education
jamesgee
games
play
teaching
assessment
june 2009 by infovore
Leapfroglog - Play in social and tangible interactions
june 2009 by infovore
"I suggested that, when it comes to the design of embodied interactive stuff, we are struggling with the same issues as game designers. We’re both positioning ourselves (in the words of Eric Zimmerman) as meta-creators of meaning; as designers of spaces in which people discover new things about themselves, the world around them and the people in it."
design
interaction
games
play
rules
meaning
epistemology
june 2009 by infovore
The Escapist : Don't Knock the Aztecs
may 2009 by infovore
"To justify such an investment in time, a game would not only have to match the content of the course, but provide a learning experience that couldn't be accomplished through reading, writing and class discussion." Todd Bryant on how he integrated playing games into his teaching programmes; some nice ideas in here, notably using MMOs for language tuition, and some commentary on the suitability of various titles for this sort of thing.
games
education
learning
languages
history
play
may 2009 by infovore
QBlog - The Hunter and the Hunted
may 2009 by infovore
"See why I say I can't play like a player?" Richard Bartle dives deep into Stranglethorn Vale to explain what he "sees" when he plays MMOs, and to try to explain why he can't play them like, say, I can. It's a nice reading - even if I'm not sure the zone works as well coming from the Horde perspective - and his insights are strong.
richardbartle
stranglethornvale
wow
worldofwarcraft
mmo
design
games
play
online
may 2009 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
The Brainy Gamer: OMG, girls in trouble!
may 2009 by infovore
"I talk to a lot of parents about video games, and many of them continue to worry about the negative effects of games on their kids. If you dig a little deeper in these conversations, you quickly discover their concerns have little to do with their daughters. It's the boys they're worried about. When I say "video game" they hear "violent killing game," and they fear the messages these games send to their impressionable sons. They should worry more about their daughters." Michael Abbott on the horror that is games targeting young girls.
games
play
youth
gender
education
girls
consumerism
vanity
may 2009 by infovore
BLDGBLOG: Evil Lair: On the Architecture of the Enemy in Videogame Worlds
may 2009 by infovore
On Shadow of the Colossus: "When the game is up, the player-character suffers a terrible price for destroying these strange, animate monuments. It is one of the few videogames in which the protagonist dies – horribly and permanently – when the game is over. It is a game where destroying the evil lair might well have been the wrong thing to do. And yet it is _all_ you can do. Such is the inexorable, linear fate of the videogame avatar." Rossignol hits up BLDGBLOG, and (as if you couldn't have guessed), it's good.
architecture
games
play
design
space
jimrossignol
evil
may 2009 by infovore
Charlie's Diary: LOGIN 2009 keynote: gaming in the world of 2030
may 2009 by infovore
"But the sixty-something gamers of 2020 are not the same as the sixty-somethings you know today. They're you, only twenty years older. By then, you'll have a forty year history of gaming; you won't take kindly to being patronised, or given in-game tasks calibrated for today's sixty-somethings. The codgergamers of 2030 will be comfortable with the narrative flow of games. They're much more likely to be bored by trite plotting and cliched dialog than todays gamers. They're going to need less twitchy user interfaces — ones compatible with aging reflexes and presbyopic eyes — but better plot, character, and narrative development. And they're going to be playing on these exotic gizmos descended from the iPhone and its clones: gadgets that don't so much provide access to the internet as smear the internet all over the meatspace world around their owners." Lots of great stuff in this Stross Keynote.
technology
games
play
future
charlesstross
progress
development
may 2009 by infovore
GameSetWatch - Opinion: The Breadth Of Game Design
april 2009 by infovore
"...as developers, we need to deal more honestly with the disparity between our reach and our grasp - which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
games
design
play
mechanics
progress
literacy
april 2009 by infovore
tiara.org » Blog Archive » Foursquare, Locative Media, and Prescriptive Social Software - Part One
april 2009 by infovore
"Locative social media is especially interesting because it directly affects how people move through the city. It can be terrifically fun and useful for people who fit its prescribed social model." This kind of proscription (or encouragement) of behaviour is interesting, and I think there are a variety of ways to do it "sensibly". And: how did you expand the group of "people who fit its prescribed social model"? Small changes of behaviour, amongst larger groups, are much, much more interesting.
social
play
games
location
place
casual
foursquare
locative
socialsoftware
april 2009 by infovore
pats_quinade: But there's no timer, see, and... okay, I'll stop.
april 2009 by infovore
"Clearly we had not been invested enough in the narrative."
games
play
children
story
narrative
mechanics
april 2009 by infovore
Wonderland: Commissioning for Attention: games, education and teens
april 2009 by infovore
"I've always marvelled at the idea of a $25m game needing $35m of marketing. Doesn't that feel so wrong and weird? I'd make two $25m games, spend $8m on indies doing crazy new things, and have $2m left over for some nu-style publicity. Or better still, spend $60m across 60 indies full stop." Lots of good things in Alice's compainon to Matt's posts, but especially this; the constant shyness to 'spend less on more stuff' from the games "industry" always befuddles me.
commissioning
media
channel4
games
education
marketing
learning
play
alicetaylor
april 2009 by infovore
Ending BioShock, by Tom Francis
april 2009 by infovore
Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
bioshock
games
narrative
play
storytelling
writing
april 2009 by infovore
Cruise Elroy » Who needs to win?
april 2009 by infovore
"As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
games
play
gameplay
roleplaying
success
failure
drama
narrative
april 2009 by infovore
SingStar: Past, Present and Future Article - Page 1 // PS3 /// Eurogamer - Games Reviews, News and More
april 2009 by infovore
"The reason for [Singstar's relatively "low" Metacritic scores] is also the reason that this is an article about SingStar, and not a review of SingStar Queen and the new wireless microphones: SingStar is now basically unreviewable. Unlike Guitar Hero: Metallica, or AC/DC Live: Rock Band, SingStar has morphed from a game into a service, and defies traditional critical judgement."
gaas
games
services
singstar
entertainment
play
april 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
Quick and dirty slides
march 2009 by infovore
Margaret's slides from GDC2009. Even without the notes, there's clearly some great meat here, and "Stop Wasting My Time And Your Money" has some stonkingly good moments - notably, the discussion of the HL2 lambda, and a great, great Sam Beckett gag.
margaretrobertson
gdc2009
slides
presentation
games
story
narrative
play
spore
education
march 2009 by infovore
Failure and Learning | A Games Design Blog
march 2009 by infovore
"You don’t need to be able to lose for a game to be enjoyable or challenging. You just need to be able to fail." Some good notes on the purpose of failure in games, and how to sensibly work failure as a mechanic into games without irritating players.
design
games
play
learning
progress
failure
feedback
march 2009 by infovore
Gamasutra - News - GDC: Clint Hocking On Improvisational Success Through Design Failure
march 2009 by infovore
"Mastery is not a prerequisite to improvisational play. The only prerequisite is confidence, and the only prerequisite in making the game is that we do not discourage the player from improvisation by "humiliating" the player." This talk really does sound like it confirms what I already know: Hocking is bang on a lot of money, very self-aware, and I want to give him consensual manhugs. Also, I want him to make more games. Lots more games. Curses at not getting to GDC.
design
games
play
farcry2
clinthocking
gdc09
march 2009 by infovore
One More Go: Majora’s Mask, or How to be your own hero of time - Offworld
march 2009 by infovore
"I hate the deep breath I have to take before asking if anyone remembers Jumping Flash or Rescue On Fractalus. I hate being the geeky bore who’s more interested in talking about games from twenty years ago than about BioShock 2 or GTA 5. But even more I hate the waste of modern game development, of watching talented teams burn time and energy reinventing wheels previously perfected by men now in their 60s."
design
play
writing
history
historiography
game
march 2009 by infovore
Getting Lucky: Hard-Core Gamers Penetrate Peggle's Physics
march 2009 by infovore
"...hard-core players are comfortable mentally manipulating Peggle's complex physics. They can build models about where the ball is going to go, even after the seventh or eight collision. A frustrated casual gamer looks at Peggle and sees chaos; a hard-core one sees causality." Oh - now that _is_ an interesting way to look at things.
games
play
physics
casual
chance
causality
peggle
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
SF0
february 2009 by infovore
"SFZero is a Collaborative Production Game. Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
games
play
art
sf
cities
urban
open
collaboration
sanfrancisco
sf0
february 2009 by infovore
russell davies: fair play
february 2009 by infovore
"...kids are utterly, utterly obsessed with fairness. It's the most important element in any game. And human rule-enforcement is automatically deemed unfair. There is no referee, umpire or god-like grandparent that can escape being seen as unfair at some point, for some decision. But the commanding voice of Cosmic Catch escapes all that. The relentless, ineluctable judgement of the RFID machine brooks no argument, is prey to no human frailties and biases and is immediately seen as fair."
games
play
children
toys
psychology
rules
fairness
february 2009 by infovore
Noby Noby Boy Review - Page 1 // PS3 /// Eurogamer
february 2009 by infovore
I was a little excited from the ongoing Offworld love in, but Oli Welsh's review suddenly makes me insanely excited about Keita Takahashi's new plaything. Why is it that all the reasons for me wanting a £300 PS3 are £3 PSN titles?
games
play
review
ps3
eurogamer
nobynobyboy
keitatakahashi
toy
february 2009 by infovore
The Play Ethic: Carnage Not Required: questioning the commercial need for violence in video games
february 2009 by infovore
"I've had too many conversations with game-makers (particularly from my Scottish locus) who, when presented with a range of possible game motivations and scenarios that don't involve spectacular male violence in urban settings, shake their heads and say, "just don't see the game in that, Pat. You gotta see the game." I've always suspected that this was male geek laziness on the industry's part. Incidentally, this report is based on a sample set that was 85% male." Maybe; but sometimes, "seeing the game" is an important part of game design. That doesn't always call for free-roaming urban-carnage, but I'm not sure I can entirely agree with Kane's quotation here.
design
games
play
mechanics
violence
patkane
february 2009 by infovore
Valve Announces First Left 4 Dead DLC | Game | Life from Wired.com
february 2009 by infovore
"With Half-Life and Counter-Strike, and more recently Team Fortress 2, we've learned that we're no longer making stand-alone games but creating entertainment services. With Left 4 Dead we're extending that tradition by creating additional gameplay and releasing our internal tools to aspiring developers so they may also create and distribute new Left 4 Dead experiences." Lots of places have the news; this quotation is the killer, though. "Entertainment services". GAAS, anyone?
games
play
left4dead
valve
entertainment
quotation
halflife
gaas
saas
february 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
One More Go: Rhythm Tengoku, or Why plucking the hairy onion makes a new woman out of me - Offworld
february 2009 by infovore
"...it turns out that a GBA and a cart isn’t any more use than a GBA on its own. It’s only when you build a machine out of a GBA and a cart and a me that you’ve got a real Rhythm Tengoku Machine. Bolt those three components together and you’ve built an entirely new organism, an extraordinary creature who can shoot ghosts, dance with monkeys, and climb stars like staircases."
games
play
writing
hardware
offworld
gba
rhythmtengoku
february 2009 by infovore
Science News / Gamers Crave Control And Competence, Not Carnage
february 2009 by infovore
"The results from two surveys, based on responses from over 2,500 people who participate in an Internet chat group focused on video games, found that the inclusion of violent content did nothing to enhance players’ enjoyment. What did matter was feeling in control and feeling competent. “Games give autonomy, the freedom to take lots of different directions and approaches,” says Ryan."
games
play
research
control
motivation
violence
agency
february 2009 by infovore
Bop It - Technical music and vocal details - Wikipedia, the free encyclopedia
january 2009 by infovore
"The Bop It commands are called out in different tones. These tones differ from version to version as well. In Bop It Blast, distinct tones are employed by both male and female speakers." I did not know that.
play
audio
toys
sound
hasbro
bopit
january 2009 by infovore
The CCG of Lot 49 : Man Bytes Blog
january 2009 by infovore
"I hit upon a card game mechanic that I thought would work. I explored it a bit and it wasn’t long before I realized that in order for the design to really sing, it needed to be a collectible card game with hundreds, perhaps thousands, of cards. This sprawling design would create the sense that a large part of the story is happening outside the realm of the game currently being played, much like the feeling you have while reading the novel." Corvus' own entry for his roundtable is bloody marvellous.
games
design
play
cardgame
thomaspynchon
ccg
cryingoflot49
january 2009 by infovore
One More Go: Donkey Kong Jungle Beat - Offworld
january 2009 by infovore
"We spend a lot of time talking about games and films, but a much more useful corollary is music. The processes are spookily similar. Creators devise an experience, and commit it to code. The code then sits there, lifeless, until a performer picks it up. Then, through a complex tool which requires substantial manual dexterity to master, the performer interprets the experience the creator devised. No two people will play the code the same way. Some players will perform better than others. Some will get stuck and give up before the end."
games
music
play
writing
performance
interpretation
january 2009 by infovore
Near Future Laboratory » Blog Archive » Autonomous Game Controllers
january 2009 by infovore
"in the meantime, I decided to do an absolutely crucial bit of game science. Something that I am entirely sure is mulled over constantly, but never properly investigated. The question is but stated thusly: how long would it take the Little Prince to roll up an entire room based on a random path algorithm?" Julian is having fun.
games
hardware
play
video
electronics
katamari
autonomy
january 2009 by infovore
Don’t worry, it won’t hurt you. « Groping The Elephant
january 2009 by infovore
"For all the talk of immersion and realism it seems gamers still want games that provide for them, that make them the centre of the action, the pivotal agent in the events of the world, the nexus around which everything is focused." And this is one of the big conflicts within games: you have to make the player feel wanted whilst they're playing the game, make them feel the centre of attention, because without them the game is nothing. But at the same time: can you still tell stories that aren't about them? I expand a little in the comment on the blogpost proper.
games
play
narrative
choice
farcry2
attention
fallout3
focus
selfcentered
january 2009 by infovore
The Brainy Gamer: "I'm With the Band" - a short play
january 2009 by infovore
"My crystal ball tells me you will hear music - great classic rock tunes - and you will believe, truly believe, that you are playing that music on your toy guitar. And you will feel, truly feel, that you are cool. A hero of the guitar." Lovely.
games
music
play
writing
rockband
guitarhero
michaelabbott
january 2009 by infovore
User-Generated, Machine-Mediated Content « Save the Robot - Chris Dahlen
january 2009 by infovore
"So why don’t we aim for a new tier - something that takes a chunk out of the 90, to lead it closer to the 9 and the 1? Why not give users a chance to enter something personal and creative, but let the system mediate, moderate and filter it into something useful?" Yes. The 90-9-1 pyramid is actually a very unhelpful metaphor, IMHO, and trying to explore and encourage creativity along a sliding scale rather than an absolute is important.
games
play
creation
creativity
making
ugc
ughmeck
chrisdahlen
january 2009 by infovore
One More Go: Ranarama - Offworld
december 2008 by infovore
"But in a game - or, at any rate, in the kind of game you used to get for Christmas - you’re literally the only person in the universe, and literally the only person with the power to fix things. No-one’s going to come and help, no-one’s going to come and tell you off or second-guess your choices: there’s just you and a world that will stay broken unless you fix it. What’s in the box isn’t a frog power fantasy - it’s a vibrant, momentary taster of the glorious pressure of being a grown-up." Margaret, being brilliant (again) on games, Christmas, childhood, and what it means to be meaningfully alone.
games
play
writing
childhood
ranarama
atarist
christmas
empowerment
december 2008 by infovore
Leapfroglog - Cities, systems, literacy, games
december 2008 by infovore
A nice post to end the year from Kars - it feels like a top-trump of so many things that have risen to the surface in my head in 2008.
games
play
design
space
ubicomp
cities
karsalfrink
systems
everyware
place
systemsliteracy
readwrite
december 2008 by infovore
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