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
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
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
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
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
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
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
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
GameSetWatch - COLUMN - Chewing Pixels: 'The Nightmare Before Christmas'
december 2008 by infovore
"I am a terrible gaming evangelist. Every time I think I’m onto something my mind’s invaded by Marcus Fenix and his sweaty, homoerotic pecs, by Cloud and his implausible sword and cod-philosophy and, most poignantly, by me, in my pajamas aged nine playing Tetris on the toilet and by me, in my pajamas aged twenty-nine, playing Tetris on the toilet." And Simon powers straight into /my/ favourite games writing of 2008. Bravo.
games
play
writing
culture
videogames
excuses
evangelism
december 2008 by infovore
Steven Poole: Working for the Man
october 2008 by infovore
"On this definition, obediently following a game’s narrative or challenge-reward structure is nothing but work. Only when the player does something that isn’t mandated by the system can she be said to be playing." Some good writing from Steven Poole on games and chores.
work
games
writing
play
ethics
mechanics
october 2008 by infovore
chewing pixels » Death of a Gamesman
october 2008 by infovore
"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
Stephen Fry » Blog Archive » Wii is a kind of magic
august 2008 by infovore
"...Nintendo understands that while play does involve competition, territoriality and rehearsal for war, it also involves silliness, laughter and fun." Oh, god, can I just marry Stephen Fry now? Oh, there's a queue. Never mind.
wii
play
games
nintendo
fun
casual
interaction
stephenfry
article
writing
august 2008 by infovore
Morality Tales - BioWare Versus The Issues | Rock, Paper, Shotgun
august 2008 by infovore
"I think, in these fleshed out circumstances, an RPG could be the most remarkable place for getting to grips with matters like abortion and euthanasia. I think _because_ they’re the sorts of subjects it’s completely pointless to talk about in the pub, because it inevitably descends into people entrenching themselves in their currently held position and then hurling stones at the other side, that the RPG would be a space in which the emphasis of thought and consideration would be squarely on you." John Walker on the problem with BioWare's attitude to morality, and some potential solutions.
bioware
rpg
writing
morality
narrative
games
choice
play
debate
issues
august 2008 by infovore
Versus CluClu Land: O Tempora! O Mores! (pt. 1)
july 2008 by infovore
"...arguments of this exact form have been raised against nearly every distinctly modern art form." Barber's book sounds interesting, if flawed. Pliskin's criticism is, as ever, good. It's getting exhausting linking to him.
culture
criticism
consumption
consumerism
writing
marxism
benjaminbarber
games
play
childishness
society
july 2008 by infovore
'Grand,' but No 'Godfather' - WSJ.com
july 2008 by infovore
Junot Diaz on GTAIV in the Wall Street Journal. Excellent writing, on the nature of good vs. great and great vs. seminal; on what art does to us; on how it needs to go farther. Smart, engaged, written by someone who gets culture and who *plays*.
junotdiaz
criticism
writing
games
play
gaming
gta
gtaiv
narrative
art
july 2008 by infovore
Industry Apologetics: It's Not Just A Game
july 2008 by infovore
"“It’s only a game” is a phrase that agrees with all of those who ever looked down their noses at the medium... who want to promote the kind of prejudice that will keep games from ever achieving widespread respect for everything they are."
games
play
culture
society
writing
criticism
media
kotaku
mainstream
july 2008 by infovore
chewing pixels » My Virtual Sins: A Gamer’s Confession
july 2008 by infovore
...and this is why games are great.
games
play
simonparkin
writing
experience
experiential
july 2008 by infovore
Our Writing Is Not Of Your World | Storytellersunplugged
june 2008 by infovore
"What that means, though, is that when you’re looking at game writing in that way, you’re trying to fix a busted carburetor with an oil gauge and a cheese grater." Some sensible analysis; such a shame we need to write things like this.
games
writing
narrative
storytelling
play
movies
disconnect
interactivity
june 2008 by infovore
Creating ‘The (Former) General’ | Mssv
may 2008 by infovore
"It's not quite a game, and while it does have branching, it doesn't allow the reader to affect the outcome of story - only their own experience of it." Adrian Hon on writing something better than Choose-Your-Own-Adventure. Some lovely visible thinking.
books
writing
storytelling
sixtostart
games
play
literature
hypertext
hyperfiction
fiction
may 2008 by infovore
GTA IV: okay, here we go | Games | Guardian Unlimited
april 2008 by infovore
"This is an important game - ... important because it is so ambitious, so detailed, so confident in its originality and inventiveness. It would sort of be an act of cultural irresponsibility not to play it."
gta
gtaiv
games
play
rockstar
writing
article
april 2008 by infovore
Water Cooler Games - Chris Crawford's Nine Breakthroughs
april 2008 by infovore
Some great points here, especially 1, 2, and 3, which apply equally to many forms of design.
chriscrawford
games
design
play
interaction
language
writing
april 2008 by infovore
Amazon.co.uk: This Gaming Life: Travels in Three Cities: Books: Jim Rossignol
january 2008 by infovore
Wow. This looks great. Add to cart...
games
play
criticism
book
writing
january 2008 by infovore
Best Buy Bodhisattva | Gamers With Jobs
january 2008 by infovore
"The inclusion of Fire and the Flames in Guitar Hero 3 always struck me as something of a cruel joke." A lovely tale of Guitar Heroism.
guitarhero
games
play
dragonforce
writing
january 2008 by infovore
Fimoculous.com - misc - Gaming The System
october 2007 by infovore
Rex Sorgatz on his essay in Wired, where he suggests that "gaming has become the prevailing narrative of our time."
games
play
writing
design
culture
society
october 2007 by infovore
related tags
art ⊕ article ⊕ atarist ⊕ basketball ⊕ benjaminbarber ⊕ bioshock ⊕ bioware ⊕ blog ⊕ book ⊕ books ⊕ casual ⊕ childhood ⊕ childishness ⊕ choice ⊕ chriscrawford ⊕ christmas ⊕ consumerism ⊕ consumption ⊕ criticism ⊕ culture ⊕ davehickey ⊕ debate ⊕ design ⊕ disconnect ⊕ dragonforce ⊕ empowerment ⊕ ethics ⊕ evangelism ⊕ excuses ⊕ experience ⊕ experiential ⊕ fiction ⊕ fun ⊕ game ⊕ games ⊕ gaming ⊕ gba ⊕ gta ⊕ gtaiv ⊕ guitarhero ⊕ hardware ⊕ historiography ⊕ history ⊕ hyperfiction ⊕ hypertext ⊕ interaction ⊕ interactivity ⊕ interpretation ⊕ interview ⊕ issues ⊕ jenovachen ⊕ journey ⊕ juliuserving ⊕ junotdiaz ⊕ kotaku ⊕ language ⊕ literature ⊕ mainstream ⊕ marxism ⊕ mechanics ⊕ media ⊕ michaelabbott ⊕ morality ⊕ movies ⊕ music ⊕ narrative ⊕ nintendo ⊕ offworld ⊕ performance ⊕ play ⊖ ranarama ⊕ rhythmtengoku ⊕ rockband ⊕ rockstar ⊕ rpg ⊕ simonparkin ⊕ sixtostart ⊕ society ⊕ sport ⊕ stephenfry ⊕ storytelling ⊕ thatgamecompany ⊕ videogames ⊕ wii ⊕ work ⊕ writing ⊖Copy this bookmark: