infovore + simonparkin   13

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
Maps - Boing Boing
"Videogames are systems, not themes, but dress a system in the right theme and you can catch the attention of someone who would not otherwise be interested. So it is for my father, who, in these awkwardly rendered moments, catches a glimpse of what I'd been seeing my entire childhood." Lovely, lovely piece of writing from Simon.
simonparkin  writing  videogames  games  maps  jrpgs 
july 2010 by infovore
chewing pixels » Best Thing I Saw Today #49: Three Frames
"...the ongoing charm and usefulness of the animated .gif lies in this very economy. Like a good one-liner, the animated .gif can tell a joke with the impact of a one-inch punch, trimming away the fat of unnecessary frames to deliver its message with streamlined effectiveness." All too true. And Simon gives me my own discovery of the day
simonparkin  internet  culture  animatedgif  threeframes 
august 2009 by infovore
Gamasutra - Features - From Me to Wii: Martin Hollis' Journey
Simon Parkin interviews Martin Hollis. As with much of what Martin says, it is gentle, readable, and dotted with nuggets of purest gold. And the word "teleportage". Martin's a lovely, lovely chap, and he really, really knows his stuff; reading this should convince you of that.
martinhollis  simonparkin  gamasutra  interview  bonsaibarber  games  design  programming 
august 2009 by infovore
chewing pixels » Gaming Made Me
"But in truth you don’t get to choose the games that make you. Rather, these are the ones that time and circumstance pair you with. You don’t get to pick your DNA." I think Simon's short fragment was my favourite by a mile of the RPS "Gaming Made Me" features.
simonparkin  games  writing  experience 
july 2009 by infovore
Street Fighter IV Review - Page 2 // Xbox 360 /// Eurogamer - Games Reviews, News and More
"...while there will no doubt be a small but vociferous core of Third Strike veterans who cry foul over the series' apparent simplification, they will be vastly outnumbered by those players who get to fall in love again with the Street Fighter of their youth: one that's easy to pick up and play, yet near-impossible to master. As a result this is, in almost every way that matters, the perfect Street Fighter." Very excited. Very, very excited.
games  review  simonparkin  eurogamer  streetfighter4  fighter 
february 2009 by infovore
Chrono Trigger Review // DS /// Eurogamer - Games Reviews, News and More
"The problem with remakes and ports for the critic, especially those of old beloved games, is emotional baggage. It's difficult to give a cold, measured critique of something you've loved since childhood. How can you give an objective appraisal when every time you hear the game's start-up melody your mind soaks happy in memories of warm endless school holidays, and that delicious, pure, all-encompassing escapism unique to children who play videogames? This game's story is also a part of my story, so it's impossible to get much distance between the two." A lovely paragraph in Simon's review of the DS Chrono Trigger re-release.
games  simonparkin  reviews  chronotrigger  nostalgia  childhood 
november 2008 by infovore
chewing pixels » Second Hand Memories
"Unknown games are always the best ones... They are always stronger, funnier, cleverer and better-executed than their realities and so that walk home from the store, when the game is tangible in your hands but still imagined in your mind, is oftentimes the most potent moment in the videogame experience." A lovely piece from Simon on what the end of a certain kind of retail experience will really mean.
games  simonparkin  writing  retail  shops  purchasing  anticipation 
november 2008 by infovore
chewing pixels » Animal Crossing - Wii review
"...while almost all of the game’s residents are free to go as they please, heading off to new towns and lives on a whim, once you step off the bus and choose a house in which to settle, you’re here for good.... you are the local constant, the hick who’s never left its borders and there is some comfort in the knowledge that the places the other animals leave for can never be known by you." Simon's original version of his Wii Animal Crossing review; some lovely analysis of the series to date.
simonparkin  games  writing  journalism  wii  animalcrossing  nintendo 
november 2008 by infovore
chewing pixels » Death of a Gamesman
"And if all videogames could ever aspire to was being big, dumb, blockbusting escapism, does that even matter? Hasn’t every generation that ever lived created make-believe worlds to climb into and take refuge? I don’t know. I don’t know. I just wish we’d asked each other the questions a bit more fifty years ago." Too many quotations to choose from in this; wonderful writing from Simon Parkin.
games  culture  play  writing  simonparkin 
october 2008 by infovore
GameSetWatch - Chewing Pixels: 'For Sale: Hero Shoes. Once Worn.'
"Still, it’s 110 days (or 2,663.18 hours) that I’m sort of responsible for taking from a girl’s life. Phileas Fog circumnavigated the globe in less time than that." A lovely piece of writing from Simon Parkin, tracking down a digital life he sold long ago.
finalfantasyxi  mmorpg  mmo  journalism  writing  simonparkin 
september 2008 by infovore
chewing pixels » Videogames about Videogames: Segagaga
"An unprecedented act of corporate postmodernism, it’s the game that allows players the chance to rewrite history, succeeding where the game’s creator failed." Remarkable; hard to believe this saw release anywhere. But it did! Games are great.
games  play  sega  dreamcast  reflexive  postmodern  corporate  segagaga  sggg  simonparkin 
july 2008 by infovore

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