infovore + games   1157

Civilization 5 - Brave New World: Are culture players finally getting the endgame they deserve? • Previews • PC • Eurogamer.net
"...the whole thing comes to a head with the Louvre, the only building in the game with four culture slots and a truly dazzling theming bonus if you can match the specific criteria. Offering massive boosts to your stats, the Louvre is essentially the headshot of the cultural world." The overhauls to the cultural victory in the forthcoming Civ V expansion sound great. Also: the way Christian writes about it is great.
games  systems  meaningfulmechanics  culture  civilisation  christiandonlan 
13 days ago by infovore
SYSTEM OVERVIEW | special stage systems
Truly beautiful: a games console built around patchcords, in Eurorack format; the system exposed to the user, and directly manipulable. The direct manipulation of the physics is kind of brilliant, the more I think about it. Just wonderful.
console  patchbay  patchable  eurorack  games  gorgeous 
18 days ago by infovore
Affectionate Tumblr • Obsessive stuff: NEC PC Engine (Jap)
"Aside the proportions and general ‘80s cuteness, I get obsessed with the PC Engine’s moulded details. Such fine relief work doesn’t seem to appear on modern consumer electronics; it’s all transfers, printing or stickers these days. I personally think really good relief moulding is something of a lost art so it’s nice that the PC Engine has a surprisingly large amount of such details." Which Tony goes on to describe and photograph at length. Lovely post about a beautiful little piece of hardware - but which Tony loves for its stains, scorching, and dust.
patina  dust  stains  plastic  games  injectionmoulding  pcengine 
18 days ago by infovore
...........//: it's okay to like games
"i'm tired of feeling like i'm writing to 17 year olds when i write about games. if we can't accept a base level of validity to the thing we're talking about without having to constantly feel shame and prove and defend its existence, then i'm not interested in participating in discussions surrounding games. it's stupid and boring to have so much of the talk be constantly channeled through that. who cares what Roger Ebert or whoever else who never played a videogame thinks or has thought. games are games and they can do good or bad things depending on how they're used. they're only just one tool." Yes, all of this post, and this in particular. I like games; I also like books and films and art an all manner of things. Culture is culture, and I engage with it all in a pretty similar way. A nice piece of writing expressing that, though, and reminding us of the ways we _can_ engage with our cultures and media.
games  culture  media  consumption 
19 days ago by infovore
rotational» Blog Archive » Backgrounds
"Truth be told, I’m a bit tired of pixel art, but work like this aspired to transcend mere pixels. And I think that’s why it still packs a punch for me today. It’s evidently not content with the paltry colour depth and resolution it’s forced to use. It’s not about celebrating its form, unlike today’s pixel art, which is all about the form and evoking aesthetics of the past without quite nailing their fundamental nature. Instead, these backgrounds are all about what they depict – little scenes, ripe with little stories and humour, and inflected with travel pornography." Great writing from Alex, and a lovely cherrypicking of the selection. I am not a huge SNK fan, systemswise, but I adore their background art - and have a particular fondness for the whole package of Garou: Mark of the Wolves. This post does a lovely job of explaining why.
games  fighters  art  2d  snk  alexwiltshire 
23 days ago by infovore
Make games together with CraftStudio
This looks lovely: the right balance of editor-as-environment (ie: multiplayer level-building, which people recognise from Minecraft) with scripting, full control, and a learning curve. Really need to poke this.
development  games  collaboration  play  tools 
26 days ago by infovore
Hello World « Blendo news
"Someone smarter than me once described game development as jumping out of an airplane with nothing but a needle and a silkworm." Brendon makes good games, and this is a good post. But I really liked this quotation.
games  development  design  creativity 
5 weeks ago by infovore
BLONDE CAPTIVE OF THE CLAMS | The Hack
'"Screw this,” said Horace, downing his Babycham. “I’m going skiing.”' As niche fiction goes, this is very niche, but it is quite a thing. I am not sure how many people Horace fiction is relevant for, though.
horace  games  zxspectrum  horacegoesskiing  fiction  gosh 
february 2013 by infovore
Thunder Bluff Classic Rail Poster Art Print by Josh Atack | Society6
Charming. My favourite thing about this is that it's a picture of home, and, weirdly, it arouses the same emotions in me as it would if it were a poster of a real place.
wow  games  art  pastiche  poster 
february 2013 by infovore
Doug’s Favorite “Games” of 2012 | Die Gute Fabrik
"In this post, I want to pay tribute to my favorite “games” of 2012 – specific performances, instances, and events that really meant something to me. The list is admittedly idiosyncratic, subjective, and a little self-indulgent. And that’s the way it should be, I feel (um, unless you’re a journalist or something), because games, at their best, are deeply personal affairs. Games generate memories, and I want to share some of mine with you." Doug is smart.
games  dougwilson  play  events 
february 2013 by infovore
Rules for making games | Not The Internet
"If you have some control over it, and it affects the player's experience, you should either design it, or think very hard about why you're not going to." This also applies to things that are Not Games, too.
games  v21  rules  georgebuckenham  design 
january 2013 by infovore
Death by Million Cubes | Armin Ronacher's Thoughts and Writings
"Now that we know some of the problems, how does Curiosity solve it? The answer is: it does not. It saddens me but the game does not even appear to have realized what the problem with the design might be. The cleverness in the execution seems to stop after realizing that transmitting all the blocks at one time is a bad idea. Instead of looking at this as a form of interesting engineering problem nobody thought anything at any point..." Ouch. Great analysis of the problem, depressing analysis of the implementation. You'd really have thought game developers building a game around these very issues would have thought they'd have been critical to solve. Hey-ho.
analysis  games  22cans  curiosity  synchronicity  scaling 
january 2013 by infovore
the educated gentleperson’s fighting game primer | insert credit
A really nice look at how to play fighting games, starting with the urtext - Super Turbo - and the ur-character - Ryu - and breaking apart the entire game as a reaction to Ryu's skillset. It's a variation on what I blather about when I blather about the design of fighting games, which I do a lot.
games  beatemups  patrickredding  superturbo  systems  design 
january 2013 by infovore
Press X Not to Die - Kill Screen
"We were jealous of the younger kids in the one-to-one ward, because they had a PlayStation. It didn’t have the best games, but it had Micro Machines and Tomb Raider and it was better than what we had." I'd rather not quote anything other than the first line of this; you should just read it. A beautiful, haunting piece of writing from Mary Hamilton, about the things games can sometimes save us from (and sometimes can't). The kind of honesty you can't look away from, which is so hard to capture in writing, but which is here. Striking. (Trigger warning for self-harm).
maryhamilton  games  writing 
december 2012 by infovore
TASVideos :: View topic - #3767: bortreb's GBC Pokémon Yellow "Executes Arbitrary Code" in 12:51.87
Executing entirely arbitrary code inside a Gameboy Color game using only the dpad and buttons - nothing else. Nuts.
8bit  games  exploit  hardware  hack 
december 2012 by infovore
Night and the City • Articles • Xbox 360 • Eurogamer.net
"We drove about for another hour or two after that, and by this point dad was hooked. Not hooked on L.A. Noire's narrative, perhaps, or caught up in the complex chains of missions, but hooked on the city, on the fascinating, insightful job that Rockstar had done in stitching the past together. Even though I can't actually drive, and the car we were in wasn't a real car anyway, I had a strong sense that I was in the front seat, turning the wheel beneath my hands, and he was riding low in the back, face pressed to the glass. Role reversal. It happens to all fathers and sons eventually, I guess. Why shouldn't it happen because of games?" Chris Donlan takes his Dad - who grew up in late-40s/early-50s LA - on a tour of LA Noire's Los Angeles, and what happens is a remarkable piece of virtual psychogeography. Perhaps my favourite piece of games writing this year.
games  christiandonlan  la  history  psychogeography  parents  writing  eurogamer 
october 2012 by infovore
The XCOM: Enemy Unknown review that took 18 years to write | Quarter to Three
1994 Tom Chick and I have a lot in common - a love of submarine sims and slightly over-technical flight simulators. And X-Com. (Well, UFO, really). A lovely piece of writing about what game design in 2012 looks like (amongst other things) compared to our youth.
games  writing  tomchick  xcom  ufo  youth 
october 2012 by infovore
First Draft of the Revolution
Oh, lovely: using Inkle to write a historical adventure in epistolary form - or, rather, drafting and redrafting a letter to be sent. And: by Emily Short! I'm glad someone's got around to that format.
epistolary  interactivefiction  history  if  emilyshort  games 
september 2012 by infovore
Farewell to the Wii, A Great Gaming System After All
"Perhaps the best Wii idea of all, and one too little copied in other consumer electronics, was that the device itself lit up when something important had happened to it. If a friend sent you a message or if a game needed an update, the system would start emitting a blue glow from its disc drive. You didn't have to turn the Wii on to know something was ready for your attention; the device's light pattern showed it. Most inert consumer electronics do nothing like this, which is a pity. What a disappointing failure that we don't have more electronics that make themselves useful even while they are more or less turned off." Steven Totilo's farewell to the Wii is full of some lovely thought and analysis - as well as great game write-ups - but this in particular bears repeating. (It drove me mad, but, still).
wii  design  electronics  consoles  games  nintendo  steventotilo 
september 2012 by infovore
Tom Bissell reviews Spec Ops: The Line and explores the reasons why we play shooter games. - Grantland
"Not all shooter violence is violent per se. As the game critic Erik Kain notes, "killing people in video games is actually just solving moving puzzles." Which is a true, smart, and helpful way to think about video-game violence. However, most puzzles don't bleed or scream. Why do gamers want their puzzles to bleed and scream? And why on earth do they — do we — also want our bleeding, screaming puzzles to be embedded within a nuanced story?" This is subtle, nuanced writing about an oft-repeated topic; the subtlety is what makes this good. Also, his list of "shooters that handle violence well" is pretty much the same as mine - Metro 2033 was one of the most striking games I played this year.
tombissell  games  writing  shooters  violence  fps 
july 2012 by infovore
Source Filmmaker
Valve really are incredible; just watching the UI and technology for this in action is a little jawdropping. (Also, one for my friends who work in After Effects/3D prototyping and video...)
filmmaking  games  3d  software  technology 
june 2012 by infovore
LA Akira Teaches Best | Goh Notes
"If you ever needed a thorough introduction to the series or the new stuff in Final Showdown, look no further. What top American VF player LA Akira teaches in his appearance on UltraChanTV is more than spectacular. More than 4 hours of video goodness fit for beginners as well as more advanced players." So. Much. Virtua. Fighter. (That tip about holding G+P for both blocks and auto throw escapes is a useful one. Throw escapes got so much easier!)
virtuafighter  games  tips  tutorials 
june 2012 by infovore
Play This Thing! - Dreams Of Your Life
"Dreams of Your Life is not likely to change your life; but that it has the remotest chance of doing so, despite its simplicity of structure and odd subject, makes it an important work." High praise - but also thoughtful writing - from Greg Costikyan about Dreams of Your Life.
doal  doyl  gregcostikyan  games  work  hideandseek 
june 2012 by infovore
Getting Started with Dwarf Fortress - O'Reilly Media
"Dwarf Fortress may be the most complex video game ever made, but all that detail makes for fascinating game play, as various elements collide in interesting and challenging ways. The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve." Excellent idea, O'Reilly, and lovely cover, too!
book  oreilly  publishing  games  dwarffortress 
june 2012 by infovore
The Rise and Collapse of Yoshinori Ono • Articles • Eurogamer.net
"In my philosophy, Street Fighter is a game, but really it's a tool. It's like playing cards or chess or tennis: it's really about the people. Once you know the rules it's up to the players to put themselves in the game, to choose the nuance of how they play and express themselves. I think fighting games flourish because it was this social game. If it had been a purely single-player thing, it would never have grown so popular."
play  social  games  yoshinoriono  streetfighter 
june 2012 by infovore
Markov Guybrush | Basil Safwat
"Greg tweeted ‘Markov Guybrush Threepwood’ the other week. I thought that was a good idea so I spent a bit of Sunday making Markov Guybrush. It’s a Twitter bot that generates random Guybrush-ish Tweets." Excellent work by Basil.
markovchains  bots  monkeyisland  games 
june 2012 by infovore
Saturday Soapbox: At What Point Does a Game Become a Toy? • Opinions • Eurogamer.net
"At the moment, however, the prevailing wisdom seems to be that audiences have to be tricked into buying digital toys. Toys have to be disguised as something else. They don't yet have the framework of expectations around them that allows people to decide whether the proposition is worth it on its own or not, whatever that phrase really means. They're yet to feel entirely legitimate." Lots of lovely stuff in Christian's article here, but this stood out particularly: having to disguise toys to sell them to current expectations and the current marketplace.
toys  games  expectations  play  christiandonlan 
june 2012 by infovore
The guide to implementing 2D platformers | Higher-Order Fun
Lovely article exploring the various ways of implementing 2D movement in platform games (though some of these tips/methods apply to all 2D games, when you think about it.)
2d  games  development  programming  design 
june 2012 by infovore
Thoughts on Dear Esther | The Gameshelf
"So, given this [zero-button, move and look] interface, whence interactivity in Dear Esther? I say: from an understated but deadly-precise sense of attention design through spatial design.

You walk along the beach; a path goes up the bluff, another along the strand. You go one way or the other. There are no game-mechanics associated with the choice, and a plot-diagram analysis would call them "the same place" -- you can try either, back up, and go the other way. But this misses the point. Precisely because the game lacks keys, switches, stars, and 1ups, it has no implicit mandate to explore every inch of territory. Instead, you want to move forward. Backtracking is dull. Worse: given the game's sedate walking pace, it's slightly frustrating. (They left out the run button for a reason, see?) Moving into new territory is always the best-rewarded move, and therefore your choice of path is a choice. You will not (unless you thrash hard against the game's intentions) see everything in your first run-through." Cracking writing about immersive, environmental storytelling in Dear Esther, and why it's clearly a game.
jmac  games  dearesther  if  interactivefiction  exploration  immersion  design 
may 2012 by infovore
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 
may 2012 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 
may 2012 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 
april 2012 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 
april 2012 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 
april 2012 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 
march 2012 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 
march 2012 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 
march 2012 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
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