infovore + games   1242

@OskSta Bad North Tech
Oskar Stålberg illustrates some of his work on Bad North. I love illustrations of software development through animation - captures the change-over-time aspect of code work.
badnorth  games  oskarstalberg  illustration  development  software  programming  documentation 
8 weeks ago by infovore
Radiator Blog: "Videogames: Design/Play/Disrupt" @ Victoria and Albert Museum
Great writeup of the V&A games show from Robert Yang, making me all the more excited to see it, and all the prouder of peers and friends.
games  exhibitions  designplaydisrupt  videogames  vanda  museums 
september 2018 by infovore
Reverse emulating the NES to give it SUPER POWERS! - YouTube
Using a Raspberry Pi to emulate the memory of a NES cartridge and then outputting that data through the original NES. The making-of is good too.
games  hardware  video  emulation  reverseengineering 
may 2018 by infovore
Combat Recall - Recalling the Leviathan Axe
Good crunchy post on the design of the axe-recall feature in God Of War (2018); particularly interesting on how it evolved, how players perceived variance in its implementation, and the subtleties of its sound and rumble implementation. And yes, there's screenshake. It's one of the simpler functions to grok in the game, but one of its best mechanics, I think. Looking forward to more posts.
games  systems  mechanics  gamefeel  screenshake  godofwar 
april 2018 by infovore
Prince of Persia
Really rather impressive port of Prince of Persia to... the BBC Micro. From the original Apple II source code which is, of course, also a 6502 chip - although not quite the same. The palette may be rough and ready, but the sound and animation is spot on. I'd dread playing this with the original micro keyboard, though.
games  princeofpersia  bbcmicro  programming  compression  assembly 
april 2018 by infovore
Freeways by Captain Games
"You are a traffic engineer. Draw freeway interchanges. Optimize for efficency and avoid traffic jams." Lovely.
games  traffic  engineering 
april 2018 by infovore
Favorite game designs from 2017 – Raph's Website
A good list of design notes from Raph and a few things to get around to playing.
games  design  raphkoster  writing  list  2017 
march 2018 by infovore
HTMLE Helps To Make Life Easier by Gritfish
"HTML goes in, games come out. HTMLE is a project template and a set of scripts that take care of a lot of the work involved in setting up these tools and simplifying everything." Might well be useful for things that aren't games, too...
html5  games  development  javascript 
july 2017 by infovore
How Checkers Was Solved - The Atlantic
"From 1950 to 1990, Tinsley had been the world champion of checkers whenever he wanted to be. He’d occasionally retire to work on mathematics or devote himself to religious study, but he’d eventually return, beat everyone and become champion again. In that 40-year span, he lost five total games and never once dropped a match." Brilliant article from Alexis Madrigal on the race to solve draughts/checkers, one man and his computer, and another man and his faith.
ai  games  religion  checkers  draughts  machinelearning  journalism  alexismadrigal 
july 2017 by infovore
In The Shadow of the Holodeck – Charles J Pratt – Medium
This is really good. I had some beginning-threads of thought at the time of the Bogost article that I just couldn't frame, and in the meantime, CJP has run with similar threads, a good dose of history, and come to some sharp conclusions, and basically reminded me what I actually think. So I'm just going to point at this to say "yes, I think this, and this is better expressed than I could ever have put it". Strong stuff.
games  narrative  charlesjpratt  ianbogost  writing  story  plot  interaction  design 
may 2017 by infovore
My Mains: Ryu ❤ – Medium
"If reinterpreting Ryu is a character design test, remaking Tatsu is like a designer’s Kobayashi Maru — you’re going to fail it no matter what, but the way you fail might teach you something." I enjoyed all of Patrick's post in this series, but this quote really leapt out at me.
ryu  fightinggames  games  design  streetfighter 
march 2017 by infovore
Presentation: The Sound & Music of Hyper Light Drifter
Rich Vreeland and Akash Thakkar on the sound design and composition for Hyper Light Drifter. Really good, straightforward talk about building a world through sound.
sounddesign  games  music  sound  richvreeland  disasterpeace 
march 2017 by infovore
Radiator Blog: "Press Forwards" and the pleasing death of agency
Nice writeup of "press forward" tracks in Trackmania from Robert Yang. I knew about the genre, but hadn't twigged that the key to its existence was that Trackmania's physics are deterministic. Which of course, makes sense, now I think of it.
games  architecture  robertyang  trackmania 
february 2017 by infovore
A Life Lived Through Mahjong
Lovely article about Mahjong and its role within one family, and one man's life. Really good games writing. (Also, god, I miss playing Mahjong. I never got quite good enough, and still really want a set... and the the friends necessary to go with it).
games  writing  mahjong 
january 2017 by infovore
ongoing by Tim Bray · トリコ and Me
"Once the pro­gram­ming went wonky on me and Tri­co re­fused to jump up to that first wa­ter­fall for a sol­id half hour. But I sus­pect that any soft­ware suf­fi­cient­ly ad­vanced to do what Tri­co does at some point be­comes in­dis­tin­guish­able from a cat." Tim Bray on The Last Guardian
games  timbray  thelastguardian 
january 2017 by infovore
G-Audio Unity | Dynamic Audio for Unity
Good looking Unity audio library (as used in Mini Metro).
unity  games  audio  sound  music 
october 2016 by infovore
How to Win at Monopoly and Lose All Your Friends - Album on Imgur
"If losing a normal game of monopoly is frustrating, losing to this strategy is excruciating, as a losing opponent essentially has no path to victory, even with lucky rolls. Your goal is to play conservatively, lock up more resources, and let the other players lose by attrition. If you want to see these people again, I recommend not gloating, but simply state that you're playing to win, and that it wasn't your idea to play Monopoly in the first place."
games  monopoly 
october 2016 by infovore
Attempted explanation of Quake 3 Strafe Jumping Code (with tweets) · HilariousCow · Storify
Bloody marvellous: Aubrey dives deep on _precisely_ why strafejumping works, with references to the right bits of the Q3 sourcecode in github. I love this sort of videogame forensics combined with clear explanation.
code  software  gamefeel  quake3  id  idsoftware  strafejumping  games  aubreyhesselgren 
october 2016 by infovore
Ian Bogost: Play Anything |
"The lesson games have for design is not really a lesson about games at all. It’s a lesson about play. Play isn’t leisure or distraction or the opposite of work. Nor is it doing whatever you want. Play is the work of working something, of figuring out what it does and determining how to operate it. Like a woodworker works wood. By accepting the constraints of an object like a guitar (or like Tetris), the player can proceed to determine what new acts are possible with that object. The pleasure of play—the thing we call fun—is actually just the discovery of that novel action." Not just this quotation, but all of this article, really. So good. Immaterials, again.
ianbogost  games  design  play  interaction  materials  immaterials 
october 2016 by infovore
Notes on No Man’s Sky | Brendan Keogh
This chimed with me, and I enjoyed it - it nails much of why I enjoy the game, why I haven't really enjoyed other survival/crafting games, and I particularly nodded along with its more nuanced take on NMS as a post-colonial artefact.
design  games  nomanssky  writing  brendankeogh 
august 2016 by infovore
What a Dinosaur’s Mating Scream Sounds Like - The New Yorker
In absolute agreement with Michael Cook: this is a great article about what procedurally generated sound is like - the answer being, a lot of up-front work on parameters before procedure kicks in; the role of the sound designer being in designing systems and simulations as well as sound (rather than *just* the sound); and most importantly, something that can be explained to a lay audience with truthful language, rather than hyperbole. A good piece of technology journalism.
sound  dsp  modelling  games  nomanssky  synthesis  audio 
august 2016 by infovore
rotational » The Mechanic - Alex Wiltshire
Alex's column on game mechanics is one of my favourite new RPS features - they're all cracking, and a good example of understanding games by going to the source, rather than guessing - and also highlighting the fact that games are made by *people*, not just conjured out of thin air. Really good stuff.
writing  criticism  design  games  mechanics  alexwiltshire 
july 2016 by infovore
inkle/inky: An editor for ink: inkle's narrative scripting language
Text editor / IDE for ink; really straightforward, and looks lovely.
inkle  ink  interactivefiction  if  games  writing  prose 
june 2016 by infovore
Feral Vector 2016 Schedule - Feral Vector
Great lineup for Feral Vector next weekend; shame I'm not around for it, but so glad to see it continuing so well. (And it's in a lovely part of the world).
feralvector  games  uk  conference  event  hebdenbridge 
may 2016 by infovore
ungaming : On Pilgrim in the Microworld
A great summation - and some choice quotations - from one of my favourite books about games, design, and play.
davidsudnow  games  interaction  pilgriminthemicroworld  books  quotations 
may 2016 by infovore
Gamasutra: Ming-Lun Chou's Blog - A Brain Dump of What I Worked on for Uncharted 4
I always love seeing debug screens from game developers - what they call things, how they conceptually model the work they're doing visually, and what metrics they track. Also, a reminder of the budgets for doing everything a modern game does. This post about Uncharted 4 is full of that sort of thing. Show everything!
ai  programming  games  debugging  visualisation  showeverything  uncharted4 
may 2016 by infovore
Love Stories for High-XP Characters | Emily Short's Interactive Storytelling
"There are so many good stories to tell about relationships with some history. The stakes are higher than the stakes of a first crush; there’s all that context to add meaning to the interactions. The characters are invested in each other. And relationships between older people typically have involve juggling other responsibilities and commitments — jobs, children from previous relationships." Excellent stuff from Emily Short on all the *other* shapes of relationships you can show. (It made make think of two very different films I've seen recently that showed deep, adult, *sibling* relationships, for starters).
emilyshort  if  games  writing  interaction  romance  relationships 
march 2016 by infovore
GTA V - Graphics Study - Adrian Courrèges
Wonderful, dense, three-part study of one of GTA V's renderer. I like Adrian's posts because he focuses on the art of the technology, as well as the technology of the art; a reminder that game art isn't just plonking OBJ files into a world, but relies on a whole host of developers, maths, and drawcalls.
games  graphics  programming  rendering  gtav  3D 
november 2015 by infovore
Gamasutra: Deanna Van Buren's Blog - Architecture in Video Games: Designing for Impact
Wonderful article from an architect who worked on "The Witness" about the role of architecture practice in game design, and all the rough edges architects see within game worlds. Good on spatial design principles, too.
architecture  design  games  thewitness  space  buildings 
october 2015 by infovore
Radiator Blog: Not a manifesto; on game development as cultural work
"That's how weird games are -- we make things while barely even knowing what they are. Your goal is to be really good at thinking about your own game, and to do that, you have to put in the work of thinking. Remember that there are many ways of thinking about your game, and writing is just one mode." This is all very good, but this particularly.
games  design  understanding  systems  robertyang 
october 2015 by infovore
Brendan Byrne
Loving all Brendan Byrne's work - I knew about his Panoramical controller, but Super Sequence Fighter is charming, and I rather like his simple midi controller PCBs.
music  games  electronics  art  brendanbyrne 
august 2015 by infovore
An even tinier fantasy console - like a Gameboy colour, but coming with an IDE and scripting language, built around Lua. Really nice conceit.
games  lua  development  code 
july 2015 by infovore
A "fantasy console" - a console AND ide/language/design environment inside it for making voxelly games.
games  voxels  ide  development 
july 2015 by infovore
Gamasutra - How 5 years of burning ambition brought Retro City Rampage to DOS
Lovely article on porting Retro City Rampage to MS-DOS - and making it fit on a single floppy disk; reminds me of endless battles with Extended Memory as an end-user, and a nice callback to programming chops of yore. Also: nice to know it was really possible!
games  programming  c++  msdos  retrocityrampage 
july 2015 by infovore
Steve Reich’s Clapping Music » Improve your rhythm by learning how to perform Steve Reich’s Clapping Music.
"Steve Reich’s Clapping Music is a free game that improves your rhythm by challenging you to play Steve Reich’s ground-breaking work – a piece of music performed entirely by clapping. Tap in time with the constantly shifting pattern, and progress through all of the variations. If you slip up or your accuracy falls too low, it’s game over." Must try this.
app  music  play  games  minimalism  stevereich 
july 2015 by infovore
Telling a Digital Story with J.G. Ballard - HER STORY
I've loved playing Her Story, and if you had any doubt that some of its success were more down to coincidence than writing - well, Sam Barlow's blog will prove you wrong. This, on Ballard's use of fragments, and that as a motif for storytelling is cracking. (And: lots of the readings of Her Story are coming about not just because of the quality of Barlow's work, but because non-linearity leads us to strange and exciting places; the skill is allowing the text to support that not by covering every base, but by hinting at many bases).
storytelling  linearity  sambarlow  jgballard  writing  games  herstory 
july 2015 by infovore
Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
Oh god this is like catnip. I am going to pore over this in a bit. The gifs are fantastic.
camera  2d  games  design  mechanics  analysis 
may 2015 by infovore
Game Design Advance › Against Design
"But, I also think that in our efforts to define and legitimize our practice as a professional discipline we sometimes forget the history we inherit, the legacy of games made by communities of players, games made by amateurs, by dilettantes, by mathematicians, mothers, scientists, gym teachers, shepherds, inventors, philosophers, eccentrics and cranks.

And in honor of this tradition I would like to suggest other verbs for us to describe where games come from, alternatives to the overconfident precision of the word “design”. Words like invent, discover, compose, write, find, grow, perform, build, support, identify, copy, re-assemble, excavate and preserve." So much good thinking in this post from Frank Lantz
games  design  interaction  play  franklantz 
april 2015 by infovore
Radiator Blog: Embarrassed silence
"Once everyone got on-board with "anyone can make video games", then the weird leap in logic was, "who wouldn't want to make video games," and worse, "who wouldn't want to solely live off their video games?"" This is all lovely from Robert - especially noting that making art is not incompatible with, separately, working, and that creative endeavours do not have to be our sole life's work. (And: that doing things not full-time does not devalue them in the slightest!)
robertyang  greatasalways  games  work  craft  life 
april 2015 by infovore
Brian Sutton-Smith | Valley News
Brian Sutton-Smith has died; this is a solid - and impressive - obituary.
games  play  obituary  briansuttonsmith 
march 2015 by infovore
Radiator Blog: We are drugs; speculative dev tools and psychedelic hologram futures.
"So many traditions of art-making like music, painting, or carpentry, all involve some sense of rejecting formalist intellectualizing in favor of just... "doing." Try to take joy in doing, collaborate with your computer, embrace messiness." Great stuff from Robert Yang.
creation  mess  toolstothinkwith  games  tools  development  process 
february 2015 by infovore
Tim Hunkin, Cartoonist & Engineer | Spitalfields Life
Wonderful interview with Tim Hunkin. Such a lovely chap, and so shrewd.
play  toys  engineering  games  timhunkin 
february 2015 by infovore
The Packers of Catan: Green Bay’s Board-Game Obsession - WSJ
A bunch of Packers players are really, really into Catan. It's quite a sweet story, really.
games  sport  strategy  boardgames  greenbaypackers 
january 2015 by infovore
Tetris Mastermind Beats The Game With All Blocks Invisible
All of this is brilliant: fun, skilled, eloquent, a great crowd cheering somebody on. Also: I hadn't realised how hardcore the arcade Tetris games ("Grandmaster") had got. Blimey.
tetris  games  speedruns 
january 2015 by infovore
Quake running on an oscilloscope is the ultimate demake | The Verge
Quake, rendered in wireframe, spat out as audio and into an oscilloscope. Wow. (The wibbly-wobbly wireframe jitter is beautiful, if you ask me.)
games  graphics  aesthetics  quake  rendering 
december 2014 by infovore
Destiny’s Raid Is Interesting Because It Is A Game | this cage is worms
"When Smith describes the raids as “linear,” which allows the developers to “build on your knowledgebase,” he’s really describing something profound in the context of Destiny: the Vault of Glass is a game, where Destiny overall is merely a series of loops." Oh, that's a good way of putting it. (This is a strong article about one of the most interesting parts of Destiny - its first Raid. The Kirk Hamilton interview linked off it is excellent, too.)
destiny  games  design  vaultofglass  loops  notloops 
october 2014 by infovore
Hatoful Boyfriend review | Technology |
"Hatoful Boyfriend is the Fifa of pigeon romance and you should buy it for that reason alone." I'm loving the attention Hatoful Boyfriend is getting in the media; this review by Grant Howitt is charming, informative, and on the Guardian website. Brilliant.
games  eroge  dating  pigeons  hatofulboyfriend 
september 2014 by infovore
Random UO anecdote #2 » Raph's Website
"When we first did this, however, we forgot to make the horse stop acting like a horse. Pretty soon there was a rash of server crashes because the horse inside the player was wandering around, picking up the stuff it found inside the player, rifling through the player’s backpack and eating things it thought were edible, and eventually, wandering “off the map” because the player’s internal coordinate system was pretty small, and the edges weren’t impassable." Games programming, folks.
games  programming  uo  raphkoster  anecdote 
august 2014 by infovore
Re-Thinking the Game of Monopoly | Capitally | Big Think
"One-thousand dollars invested at a 20% discount with 5% interest (calculating interest every 3 turns, but simple, not compounding interest) means a player will have starting debt of $1000. After three turns the debt is $1050, 6 turns is $1100, 9 turns is $1150, etc. Totally manageable. The banker is your friend and wants you to succeed."
finance  games  monopoly  bubblewhatbubble 
may 2014 by infovore
how to be a blackbird
A lovely game - almost a poem, but definitely Enough Game - by Holly Gramazio, about being a blackbird in a city. It made me feel many things, which is what the best writing does. Also, I shall now probably play it again.
games  twine  hollygramazio  writing  poetry  cities 
may 2014 by infovore
Make Weird Stuff in Unity Tutorial
Using Sketchup as your modeller, and a few other neat things. Bookmarked for reference.
development  games  design  game  unity  tutorial  sketchup 
april 2014 by infovore
THREES - A tiny puzzle that grows on you.
"It took awhile to climb this mountain, 14 months actually. So to “show our work”, we’re posting around 45,000 words that mark the trail we took. It’s not every text, skype call or even every email in our big 500+ email thread. But it’s the important stuff, and a lot of it was important to getting Threes out in the world." I'd pay for this as a book, to be honest. Really excellent stuff.
threes  design  process  games 
march 2014 by infovore
SIGHT & LIGHT - How to create 2D visibility/shadow effects for your game
Really nice tutorial on 2D visibility polygons - a series of interactive demos that illustrates a point very well.
maths  games  demonstrations  javascript  lineofsight 
march 2014 by infovore
Radiator Blog: An alternate history of Flappy Bird: "we must cultivate our garden."
"If you're reading this in 2015 and no one remembers what Flappy Bird was, then I want to emphasize one thing:

In February 2014, there was not much controversy for many game developers, especially indie game developers -- the internet was harassing Dong Nguyen for making a game, which is unacceptable. Many people do not support how Nguyen has been treated, and have said so. It is always important to remember resistance to a mob."
dongnguyen  games  development  howwetreateachother 
february 2014 by infovore
A Free-to-Play World, our brief for IED students at the RCA – Hubbub
"...we though it would be it would be interesting to ask the students to deconstruct a logic prevalent in the games industry (F2P) and to then apply that logic to a real-world system (in this case, a London transport) service." I loved this when Kars first told me about the brief, and I love seeing it again now.
transit  transport  freetoplay  games  design  rca  f2p 
january 2014 by infovore
The Road to TxK: Genesis of a Genre | Yak's Progress
Great article from Jeff Minter on the journey from 70s vector art, 80s vector games, through to the (excellent) Tempest 2000 - including some great stuff on embracing the Jaguar's chips and instructions to make beautiful weirdness - and onwards through Nuon and Space Giraffe to TxK on the Vita. A really lovely balance in the article of coding voodoo, focusing on gameplay, and always wanting to make things both weirder and prettier. (Incidentally: I loved T2K when I first played it, but playing an original Tempest cab at Ground Kontrol was a special moment - striking how much a spinner changes that game). Definitely recommended.
jeffminter  tempest  t2k  txk  vita  games  vectors  programming  art 
january 2014 by infovore
Inside Monopoly's secret war against the Third Reich • Articles • Board Game •
"Houdini received this sort of letter every day, but Clayton Hutton's was different. Clayton Hutton was different. By accepting his challenge - by promising Clayton Hutton the considerable sum of £100 if the packing case in question defeated him - Houdini set in motion a strange chain of events that would, in a wonderfully mad and circuitous manner, impact the course of a vast global conflict that was at the time still 26 years away." Somebody please commission Christian to write a book? Soon? Thanks! (This is great).
monopoly  ww2  history  christiandonlan  games  writing 
january 2014 by infovore
A breakdown of 2013's most fascinating video game moment | Polygon
"In another view, the "true Spelunky" is the live-streamed experience, both for broadcaster and spectator. Spelunky - as a concept, as an experience, as an entity — isn't just the game binary that you download onto your computer. It's also the Twitter banter about the game; it's the daily slog to get better at the game, slowly but surely, death after death; it's the communal effort to uncover new exploits and weird secrets; it's something that's equally "ours" as it is Mossmouth's. Spelunky, like any sport or game that matters — I mean really matters — is inseparable from the culture around it." Doug Wilson's analysis of Bananasaurus Rex's Solo Eggplant Run makes a great late contender for games writing of the year. It's precise, expert, and yet exciting, all at once; it demystifies and celebrates all at once. Great stuff.
spelunky  dougwilson  difficult  streaming  sharing  games  writing  feedbackloops 
december 2013 by infovore
The Suite Science: Paul Weir Talks Generative Music | Rock, Paper, Shotgun
This is a super-good article about developing generative music - though it's on a games site and one of the focuses is games, it also talks about generative piped music for buildings. And, notably, comments on the difference between a generative score and generative mixing. It's a great article, even if you're not into games.
games  music  generativemusic  paulweir  composition 
november 2013 by infovore
Some Assembly Required » Blog Archive » “AI-Driven Dynamic Dialog” at GDC 2012
"At last week’s Game Developers’ Conference I delivered a talk titled “AI-driven Dynamic Dialog”, describing the dialog system used in Left4Dead, Dota, and basically all of Valve’s games since The Orange Box." This is a brilliant talk - really worth going through the PDF for. In a nutshell, it's how the Left4Ddead conversation works - something I tried emulating with my Twitter bots a while back - but also sheds light on how I could have sped up some of the decision-making code on Hello Lamp Post. It's also good on what designing (andwriting) for this kind of work looks like. Might have to write something longer on this.
programming  games  language  conversation  memory  text  valve 
november 2013 by infovore
Lookspring » Mind games
"I like co-op games where the other player gets a beer, not a second controller, but can still be utterly pivotal to the outcome of a game." Yes, that, and indeed, all of this lovely post from Margaret. I should return to FTL - I played a lot of it last year, and loved it, even if it mainly was a game about seeing how quickly somebody would asphyxiate when the Oxygen Machine blew up. Again. Sigh.
ftl  games  writing  margaretrobertson 
november 2013 by infovore
The Mayor of NeoTokyo - Tigershungry ...a playful producer
Won't lie: nearly had a little sniff at Marie's presentation during Playful 2013; a love letter to a town in Animal Crossing, and also to London. Safe travels, Marie!
mariefoulston  animalcrossing  play  games  home  farewells 
october 2013 by infovore
PAN » Blog Archive » Post boxes – a very public object
Ben on postboxes as boundary objects - with a nice map from Hello Lamp Post, indicating how the boxes were talked to, and suitable name-checks to The Crying of Lot 49.
postboxes  games  play  design  cities  waste  trystero 
october 2013 by infovore
IF Comp 2013 Roundup | Emily Short's Interactive Storytelling
"...I feel like five or ten years ago we had a common critical vocabulary robust enough to talk about what is going on in low-agency, linear, or hypertext games, but that the community has shifted enough not to be using that vocabulary now that there are lots of such games to talk about." Emily Short's roundup of the 2013 IF Comp. Really good notes on the state of the modern competition; also good notes on the nature of interactivity. Worth your time.
emilyshort  interactivefiction  writing  games  if 
october 2013 by infovore
Wot I Think: Castles In The Sky | Rock, Paper, Shotgun
"Castles In The Sky is a tiny window into a delightful bedtime story. I imagine parents reading it aloud to their children as the child is fascinated by the huge bounds the boy makes through clouds. Very little happens but kites and planes go by; the music gently ebbs into your mind and as the story ends you feel peaceful and contented. It has thawed me a little, from a week of thinking only about GTA V and how serious life must be all the time. It has made me think about how five year old me used to listen to stories in our community library crosslegged and have to shut up, at least for a little while." This is a glorious piece of writing from Cara. And: a reminder that the thing I've always known is that being read to - and reading aloud to others - is so often a complete delight.
writing  games  caraellison  readingaloud 
october 2013 by infovore
OpenEmu › Multiple Video Game System
OpenEmu: OSX emulation front-end that supports multiple back-ends. Currently in beta (ie, compile-it-yourself) but looking interesting.
emulation  osx  mac  games 
october 2013 by infovore
My life as a Pokémon trafficker • Articles •
"I was no boy naturalist, unlike Pokémon creator Satoshi Tajiri - whose collecting habits earned him the nickname Dr Bug among friends. And yet I vividly remember catching my first tadpole in a Golden Wonder crisp packet, then cradling this sloppy pouch all the way home to a sluiced-out jam jar. When you know Tajiri wanted to make a game to communicate his joy in catching insects as a boy, and look at Pokémon, it is impossible not to feel how powerfully he succeeded." A really lovely piece of games writing, about breeding and trafficking Pokémon as an adult - but, secretly, about the appeal of the series to players of all ages.
pokemon  games  writing  surprise  charm  gottacatchemall 
october 2013 by infovore
Level With Me, Auriea Harvey | Rock, Paper, Shotgun
It turns out that all the Tale of Tales interviews I found problematic possibly came down to Michael; this interview, between Robert Yang and Auriea Harvey, is gentle, charming, and insightful. Not what I expected at all; really worth reading if you're interested in a different approach to game/level design.
games  levels  taleoftales  aurieaharvey  robertyang 
september 2013 by infovore
Twitch-based: Exploring the Salty Bet phenomenon • Articles •
Yet another entry in the weird, wonderful world of "why I like fighting games and their community". The vast amount of jargon that the streams lead to is weird, hilarious, and entirely befuddling for an outsider. McCormick's article is nice because it captures the excitement of the weird end of the community, and explains it to an outsider well.
mugen  saltybet  twitch  fgc  fightinggames  games  writing  journalism  jargon 
september 2013 by infovore
Creative Restriction and The New Realism - Front Page - Magical Wasteland
"This is not to say that real human interactions are not ritualized to the point of mechanic in some ways, but that procedural rhetoric about human life nearly always makes a specific argument: life works this way, life works that way. Counter to this, Gone Home eschews systems; in particular, it avoids systemizing anything about its characters. Instead of portraying the characters themselves, or providing a set of interactions with those characters, it presents instead a series of artifacts from the characters’ lives without trying to build mechanics around them. The family is only present through those artifacts, the shapes and shadows each member leaves behind. In a certain sense, you could say that the game sets its sights low. But it also hits its mark extremely well– and by doing so achieves something greater than a reductive mechanical take on those same characters ever could. Gone Home is not intended from the top down to be “a game about life”, as some ham-handed experiments have been– instead, it simply represents or evokes certain lives very well (and therefore naturally becomes about life). The game allows its characters to exist on a plane that we usually reserve for ourselves." This is a fine paragraph from a very astute take on Gone Home; for someone who talks so much about games as systemic media, it's good to be reminded so eloquently of all their other qualities I'm prone to forgetting.
gonehome  games  criticism  realism  narrative 
august 2013 by infovore
Seltani: An Introduction
"I thought: what if there were an all-text Myst MMO?" And then: Zarf built it. Or rather, is building it. A super-interesting experiment in what a MOO for the Tumblr and Twine generation might look like; I'd be fascinated to see the Twine community spin up a server or ten.
development  games  interactivefiction  multiplayer  mmo  myst  zarf  andrewplotkin 
august 2013 by infovore
Radiator Blog: "Gone Home" and the mansion genre.
"...if you're in a public-facing room of the house, then who owns the stuff in that room? (A lot of Gone Home pivots on this question, of who owns which spaces?) To help you figure that out, objects frequently overlap each other: something that belongs to one character might sit on top of a leaflet they picked up, which sits on top of a letter they received. It uses these spatial connections to emphasize the narrative connections between things and what they symbolize." Robert Yang, as expected, is shrewd and fascinating in his take on Gone Home. But I really liked this point: in many ways, it's a really interesting game to view from a material culture perspective - the way spaces are used, and personalised, and (in a home people have just moved into) what are the _first_ things they have unpacked? And so forth. It's a good game about actual, honest, *stuff*, and the way it represents us.
stuff  materialculture  gonehome  games  robertyang  radiator 
august 2013 by infovore
Slow swordfighting : Cennydd Bowles
Lovely, deep, expert post from Cennydd on the World Chess Championships; it reminds me of my favourite writing about sports and games tournaments. It is not, in many ways, that far removed from Evo.
chess  games  competition  strategy  cennyddbowles 
july 2013 by infovore
Evo 2013 in Photos | Polygon
Great set of pictures from Evo 2013; I really, really ought to go sometime.
evo2013  games  photography 
july 2013 by infovore
« earlier      
per page:    204080120160

related tags

2d  2dboy  3d  3do  3drealsm  3g  8bit  22cans  2000s  abandonware  abel  abstract  absurd  ac4a  academia  academic  accesssoftware  achievement  achievements  achivements  acting  actionscript  activision  activisionblizzard  activism  activison  adamsaltsman  adaptation  addenda  adult  adventure  adventuregames  advertising  aesthetic  aesthetics  affectionate  affordance  agency  agile  ahog  ai  alanmoore  alexiskennedy  alexismadrigal  alexrigopulos  alexwiltshire  algorithm  algorithms  alicetaylor  allover  alternatehistory  amazing  amee  america  americanidol  analogue  analogy  analysis  andisaw  andrewplotkin  andybaio  anecdote  animalcrossing  animated  animation  annotation  anotherworld  anthonyburgess  anticipation  antisemitism  antisocial  apb  api  apocalypse  app  apparel  appleii  application  applications  apps  appstore  ar  arcade  arcades  architecture  archive  archiving  arduino  areacode  arg  args  argument  arma2  armoredcore  armory  art  article  articles  arts  artt  artwork  ascension  ascii  assassinscreed2  assembler  assembly  assessment  asshat  association  asymmetry  atari  atari2600  atarist  atheism  atlantis  attachment  attention  attitudes  aubreyhesselgren  audio  augmentedreality  aurieaharvey  austingdc  auteur  auteurship  author  authorship  autonomy  awesome  awful  awfulawful  azeroth  baarle  bad  badidea  badnorth  bakugan  balance  balancing  balzac  barackobama  basketball  bass  bassguitar  battlefield3  battlefield1943  battlefieldheroes  battleships  battlestargalactica  bauhaus  bbc  bbcmicro  bbfc  beatemup  beatemups  beatles  beatlesrockband  beautiful  beckett  beer  beginners  bejeweled  belonging  benabraham  bencerveny  benjaminbarber  bennettfoddy  bennyhill  bethesda  bf1943  bias  bibliography  bickering  bigboi  bile  billharris  biology  bioshock  bioware  bitdifficultreally  bitesize  bizarrecreations  blackandwhite  blizzard  blog  blogging  blogs  bloom  bluelacuna  bluemoon  blurst  boardgame  boardgames  bobbykotick  boggleflash  bohemiainteractive  boingboing  bonkers  bonsaibarber  book  books  boomblox  borderlands  bots  boundaries  box2d  boxart  boxes  braid  branding  brandonboyer  brandonnn  brands  brawler  brazil  brazilianjiuitsu  breakout  brendabrathwaite  brendanbyrne  brendankeogh  brendanmcnamara  brevity  briansuttonsmith  brilliant  broadcast  brotherinarms  brown  browser  brucesterling  bsd  bubblewhatbubble  budget  budgethero  bug  buildings  buildorder  bungie  burnout  business  businessmodels  buta  c  c++  c64  cabrinety  calculation  calculator  calhenderson  calming  calvino  camera  campaigning  canabalt  cancellation  cancelled  canvas  capcom  capitalism  caraellison  carcassonne  cardgame  cardgames  cards  career  carry  cartoon  carudo  castronova  casual  causality  cave  cavestory  ccg  ccp  cdkey  celinedion  cennyddbowles  ceo  cga  cgc  chainfactor  challenge  chance  channel4  character  characterdesign  charity  charlesjpratt  charlesstross  charm  charts  chatlog  cheat  cheating  checkers  cheese  chess  chiaroscuro  chickens  childhood  childishness  children  china  chinese  chiptunes  choice  choreography  chriscrawford  chrisdahlen  chrisdhalen  chrishecker  chrisremo  christhorpe  christian  christiandonlan  christmas  chronotrigger  cinema  citation  cities  citiesskylines  citizenkane  cityofheroes  civilisation  clarification  classic  classics  classification  clinthocking  clivethompson  clivethomson  clockworkorange  closure  cocoa  code  codeswarm  coercion  cognition  coldwar  collaboration  collection  college  color  colossalcave  colours  column  combo  comedy  comfort  comic  comics  commanderkeen  commentary  comments  commissioning  communication  communism  community  communitymanagement  compact  companies  comparison  competition  complexity  composition  comprehension  compression  compromise  computer  computers  computing  concept  condensation  conduct  conference  conflict  connections  connectivity  consensualplay  console  consoles  consolevania  constraint  consultancy  consumer  consumerism  consumption  content  context  contra  contract  contracts  control  controller  controllers  controls  controversy  conversation  coop  cooperative  corewar  corporate  cosplay  costs  coverdiscs  cowclicker  craft  crafting  craigslist  crap  crash  crazy  creation  creativity  criticism  critique  crossover  crossplatform  crosswords  crowther  crowtherandwoods  crude  crunch  cryingoflot49  cube  cubes  culture  curiosity  curious  customisation  cuts  cutscenes  cyborgs  cycling  d&d  daigoumehara  danbruno  danc  dance  dangriffiths  danpinchbeck  dante  dantesinferno  data  database  dataviz  dating  davehickey  davesirlin  davidcage  davidhellman  davidsmith  davidsudnow  davidsurnow  dconstruct2011  dearesther  debate  debugging  decadeend  decal  deckbuilding  dedication  deduction  defeat  degree  deliberance  delightful  demake  demiforce  democracy  demographic  demographics  demonssouls  demonstrations  denki  dennisdyack  depressing  depth  desertbus  design  designaboveall  designer  designplaydisrupt  destiny  develop  develop09  development  dhgit  diagram  dialogue  diary  dice  difficult  difficulty  digdug  digg  digitalbritain  digitaldistribution  directing  direction  disability  disappointment  disasterpeace  disconnect  discovery  discrimination  discussion  disease  disneyland  dissonance  distributed  distribution  diversity  division9  diy  dlc  doal  documentary  documentation  dodgy  donaldmichie  dongnguyen  donkeykong  donnorman  dontcrossthestreams  dood  doom  doors  dos  dosbox  doublefine  douglaswilson  dougwilson  download  downloadable  doyl  dragonage  dragonforce  drama  draughts  drawing  dreamcast  driving  drm  drmlols  drop7  droplet  ds  dsp  dubai  dubstep  dudeswithguns  dudley  dukenukemforever  duncanfyfe  dungeoncrawling  dust  dwarffortress  dwgriffith  dylancuthbert  dysentry  e3  ea  eala  earmark  earmarked  easteregg  eastwest  eatingdogfood  economics  economy  eddiemurphy  edge  edgeonline  editing  editor  editors  education  eegra  effectiveness  efficiency  eightbit  eighties  election  electronicarts  electronics  elephant  eliss  elitism  elliegibson  embedded  embodiment  emergence  emergent  emergingmarkets  emilyshort  emotion  emotional  employment  empowerment  emulation  emulator  end  endemol  endofyear  engagement  engine  engineering  engines  english  engrossment  entertaining  entertainment  entertainmentindustry  entropy  environment  epic  epicmegagames  epidemeology  epistemology  epistolary  ergonomics  ericchahi  ericzimmerman  eroge  escapism  eskilsteenberg  espgaluda  esquire  essay  etching  etech  ethics  ethnography  etsy  eula  eurogamer  eurogames  europe  eurorack  eutopia  evangelism  eve  event  events  eveonline  everquest  everyware  evil  evo2013  evocation  evolution  excuses  exercise  exhibition  exhibitions  expectations  experience  experiential  experiment  experimental  experimentalgameplay  expertise  explanation  exploit  exploitation  exploration  explosions  expression  expressionism  f2p  fable2  facebook  factions  facts  fail  failbetter  failure  fairness  fallout  fallout3  falloutboy  fallujah  famicom  familiarity  family  fandom  fanfic  fans  fantasy  farcry2  farewells  fashion  fatalism  faultline  fear  features  fedupofthewordplayful  feedback  feedbackloops  feeds  feel  fencing  feralvector  ferrisbueller  festival  fez  fgc  fiction  fidelcastro  fifa  fighter  fighters  fighting  fightinggames  fightingstick  film  filmmaking  films  finalfantasy  finalfantasytactics  finance  finger  fingerboard  fire  fireplace  fitness  fixeverything  flash  flex  flickr  flixel  flotilla  flow  flowchart  flower  focus  folding  food  football  format  forum  forza  foursquare  fps  fractal  franchise  francis  franklantz  free  freedom  freespace  freespeech  freetoplay  freeware  freewill  friends  friendship  fruitmystery  frustration  ftl  fuel  fumitoueda  fun  functionality  funny  future  futurism  gaas  gabenewell  gadgets  galactica  gamasutra  gambling  game  gamebook  gameboy  gamedesign  gamedevstory  gamefeel  gameiness  gamemaker  gameplay  gamer  games  gamescrit  gamesetwatch  gamesforchange  gamesindustry  gamespot  gametheory  gamification  gaming  gangs  gardens  garygygax  gba  gdc  gdc09  gdc10  gdc2009  gdc2010  gdcaustin  gender  generative  generativemusic  genesis  genetic  genre  gentle  geolocational  geolocative  geometry  geometrywars  georgebuckenham  gerardway  german  gesamtkunstwerk  gesture  gestures  giant  giantbomb  gimmick  girls  glitch  globalgamejam  gnop  godfather2  godofwar  goldeneye  goldfarming  golf  gonehome  google  gorgeous  gosh  gottacatchemall  gottacollectitall  government  gps  gpx  gradius  grandtheftauto  graphicdesign  graphics  graphicsmodes  graphs  gravitation  gravity  greasemonkey  greatasalways  greece  greed  greenbaypackers  gregcostikyan  gregoryweir  griefing  grifball  grim  grinding  groups  gta  gta4  gtaiv  gtav  guardian  guide  guides  guiding  guitarhero  guitars  gunpoint  gyrus  hack  hacked  hacking  haiku  halflife  halflife2  halo  halo2  halo3  happyactiontheatre  harcasual  hard  hardcasual  hardcore  hardware  harmonix  harrypotter  harveysmith  hatofulboyfriend  hatred  hats  hbo  hci  health  heavyrain  hebdenbridge  heinleinian  henryjenkins  herculean  hermitgames  herstory  hideandseek  hideokojima  highfidelity  highscore  hints  historiography  history  hitboxes  hl2  hollygramazio  hollywood  holyheck  home  homebrew  homer  homophobia  homosexuality  horace  horacegoesskiing  hori  horrendous  horrible  horriblegameswriting  horror  houseofthedead  howwetreateachother  html5  hubbub  hud  humanrights  humor  humour  hunter  hybrid  hyperdimensional  hyperdub  hyperfiction  hypertext  ia  ianbogost  icons  ict  id  ide  ideas  identity  ideology  idiots  idsoftware  if  ige  igf  illustration  imagination  immaterials  immersion  immersivefallacy  impressive  imprinting  impro  improv  improvisation  imuse  increpare  independenet  independent  indie  indiegames  indies  industry  infantilism  inference  inferno  infinityblade  influence  infocom  infographics  inform  inform7  information  infoviz  ingenious  ingenuity  injectionmoulding  ink  inkle  inlink  innovation  innovative  input  inputdevices  insane  insertcredit  inspiration  instruction  instructions  integration  intelligentdesign  intelligentqube  intent  interaction  interactiondesign  interactions  interactive  interactivedrama  interactivefiction  interactivemovie  interactivetv  interactivity  interesting  interface  internet  internetpeople  interoperability  interpretation  intertextuality  interview  intimacy  introductoin  introversion  invention  investment  ios  IP  ipad  iphone  ipod  ipodtouch  iraq  irc  ironman  iroqouispliskin  iroquoispliskin  irrational  isometric  issues  iteration  ixd  jaguarskills  jamesbond  jamesbridle  jamesgee  jamesspafford  jamiefristrom  jaminwarren  janemcgonigal  japan  japanese  jargon  jasonrohrer  java  javascript  jazz  jeepform  jeffminter  jenovachen  jesseschell  jgballard  jimrossignol  jmac  job  joblosses  johncage  johncarmack  johnlanchester  johnromero  johnwalker  jokes  jonathanblow  jordanmechner  journalism  journey  joypad  joystiq  jpop  jrpg  jrpgs  jsjoust  juggle  juliuserving  junotdiaz  justinhall  justmakeit  kandinsky  kaneandlynch  kant  karaoke  karma  karsalfrink  katamari  keitatakahashi  keithjohnstone  keithstuart  ken  kenfighterken  kenlevine  kentacho  kerning  kettling  kevandavis  kevinslavin  keynote  kickstarter  kids  killscreen  killzone2  kinect  kleos  knitting  knizia  kodu  konami  kongregate  kotaku  kotor  kurushi  kylegabler  l4d  l4d2  la  labour  lag  landscape  langauge  language  languages  lanoire  laptop  larp  lasercat  laseretching  lastexpress  lastfm  latency  latin  lauraparker  laziness  lbjeffries  lbp  leaderboard  leadership  leagueoflegends  leaks  learning  learningstyles  leavehome  lecture  lecutre  leemaguire  left4dead  legal  legendofzelda  lego  leighalexander  leonardrichardson  letsshootinglove  leveldesign  levelling  levels  library  license  licensing  life  lifestyle  light  lighting  limbo  linearity  lineofsight  links  linux  lionhead  list  lists  literacy  literature  littlebigplanet  littleloud  live  livearcade  livejournal  livingstories  localisation  location  locational  locative  locoroco  lofi  logic  london  loneliness  longevity  looking  loops  loselose  loss  lossleader  love  lovely  lrb  lua  lucasarts  ludic  ludology  lunacy  lyricism  mac  machinelearning  machinima  machismo  macmame  macosx  madden  madeleine  madworld  magazines  maggiegreene  magic  magicalsoundshower  magicthegathering  magnasanti  mahjong  mainstream  make  makeitstop  making  makoto  mame  management  manga  manipulation  manners  manufacturing  mapping  maps  margaretrobertson  margins  mariefoulston  marinebiology  mario  marketing  marketplace  markovchains  markrein  marksorrell  marriage  martinamis  martinhollis  martyodonnell  marvel  marvellous  marxism  maryhamilton  mashing  mashup  masseffect  masseffect2  massive  massmarket  massproduction  mastery  matchthree  materialculture  materials  math  mathematics  maths  mattjones  maturity  maxis  mcr  me  meaning  meaningful  meaningfulmechanics  mechanics  medalofhonor  media  mediamolecule  mediawatch  medicine  meditation  medium  meekscutoff  meetings  megadrive  megalomania  megaman  meggyjr  melville  memes  memories  memory  memoryplaces  menace  merge  mess  messaging  messhoff  meta  meta4orce  metacritic  metafilter  metagame  metagaming  metalgear  metalgearsolid  metaphor  metaverse  method  methodology  metrics  mgs4  michaelabbott  michaelabrash  micro  microcosm  microgame  microsoft  microtransactions  middleeast  middleground  middleware  mightier  migs  militarism  military  minecraft  minesweeper  minigame  minimal  minimalism  minimalist  minimetro  mining  mirrorsedge  mirrosedge  misguided  mitchkrpata  mitchlasky  mitukandhaker  mix  mma  mmo  mmorpg  mobile  mod  modding  modelling  models  moderation  modernism  modification  modified  mods  momentum  money  moneygrabbing  monkeyisland  monochrome  monopoly  monsterhunter  mooreslaw  morality  morals  moreawesome  mores  mormon  motion  motioncontrol  motiongraphics  motionsickness  motivation  mountaingoats  movement  movies  msdos  mtg  mudslinging  mugen  multiplayer  multiplechoice  multitouch  museums  music  mvc2  mychemicalromance  myspace  mysql  myst  myth  n64  naomialderman  narrative  narratology  natal  navelgazing  navigation  navy  negativity  nelsanderson  nes  nethack  nethernet  network  networks  netyaroze  newgamesjournalism  newwave  newyear  newyeargames  nextgen  nextstep  nhl09  nidhogg  nintendo  nintendods  nipponichi  nlgd  nlgd2008playlist  nobelprize  nobynobyboy  nolanbushell  nomanssky  nomenclature  noninteractive  nonlinear  nonphotorealistic  nonviolent  nordicgamejam  nostalgia  notch  notechart  notes  nothingbeatsrock  noticings  notisometric  notloops  notsure  npc  npr  numbers  nyt  nz  obama  obfuscated  obituary  objectivec  oceanquigley  oceans  ocr  offworld  ohdear  ohvideogames  okami  old  oldrepublic  ollymoss  onebutton  oneclick  onelevel  onemorego  oneshot  online  onyx  open  opengl  opensource  openstreetmap  openworld  optimisation  oral  oralhistory  oregontrail  oreilly  origin  oscilloscope  oskarstalberg  osm  osx  oulipo  outdoors  outopia  outrun2  overcomplex  overcomplicated  overlap  overtime  pace  pacifism  packaging  pacman  pain  painting  paintings  panel  paper  papercraft  parentalmanipulation  parents  parkour  parody  parser  parsing  participation  particles  passion  passive  pastiche  pasttimes  patch  patchable  patchbay  patches  patching  patience  patina  patkane  patrickredding  paulinekael  paulweir  pbm  pc  pcengine  pedometer  peggle  pegi  pennyarcade  performance  peripheral  persistence  perspective  pervasive  petermilligan  petermolyneux  petermoore  philosophy  photography  physical  physicalplay  physics  pigeons  pigs  pilgriminthemicroworld  pinball  pinballdreams  pinkfloyd  piracy  pixelart  pixelated  pixelation  pixeljunk  pixelvixen707  place  plainsight  planbeast  planetarion  planetside  planning  plastic  platform  platformer  platforming  platforms  plato  play  playability  playbymail  player  players  playethic  playful  playfulness  playing  playstation  pleasure  plot  plumbersdontwearties  pmog  podcast  poem  poet  poetry  pointandclick  points  pokemon  poker  policy  polish  political  politics  polytechnic  pong  pop  popsot  popularity  popup  port  portable  portal  portal2  porting  postapocalyptic  postboxes  poster  postmodern  postmortem  pr  practice  preference  preowned  presentation  preservation  press  pressure  pressuregroups  pretending  pretty  pricing  princeofpersia  prinny  printandplay  printing  printondemand  probability  problems  procedural  proceduralrhetoric  process  processing  product  production  productivity  professorlayton  profile  profit  profitability  programming  progress  project  projection  prolonging  promotional  proprioception  prose  prosthesis  protagonist  protest  proteus  prototype  prototyping  proustian  ps3  pscyhology  psn  psp  psychlogy  psychogeography  psychology  psygnosis  public  publicity  publics  publishing  pun  punishment  purchasing  pure  puzzle  puzzles  python  qix  qr  qrcode  quake  quake3  quakelive  quality  quantize  quiz  quotation  quotations  rabbithole  raceforthegalaxy  racer  racing  racism  radiator  radio  radio4  radiocontrol  raf  ranarama  rant  raphkoster  rca  readability  reader  readingaloud  readwrite  reagan  realism  realityhacking  realityisbroken  realmoneytrading  realtimeworlds  realworldskills  reasonswhy  recession  record  recording  recruitment  recursion  redalert3  reddeadredemption  redesign  redundancy  reference  reflective  reflexive  regional  rehearsal  reinerknizia  relationships  relaxing  releases  relevance  religion  remake  remale  remotecontrol  rendering  renders  repetition  replay  reportage  representation  resale  resarch  research  residentevil5  resignation  resonance  resource  resourcemanagement  respect  responsivemedia  results  retail  retro  retrocityrampage  retrospective  reverseengineering  review  reviews  revision  revolution  reward  rework  rhetoric  rhythmaction  rhythmtengoku  richardbartle  richvreeland  rights  riot  riots  risk  risks  robertflorence  robertyang  robinhucke  robinhunicke  robots  rock  rockband  rockband3  rockbandbeatles  rockbandnetwork  rockman  rocknroll  rockpapershotgun  rockstar  rockstarsandiego  rogue  roguelike  roguelikes  rolando  roleplaying  rollercoaster  romance  rongilbert  roundtable  routes  routesgame  rpg  rpgs  rps  rrootage  rts  rtype  ruby  rules  rulesets  russelldavies  ryu  saas  sackboy  sad  sadness  safety  sagat  sale  sales  saltybet  sambarlow  sandbox  sandsoftime  sanfrancisco  sanity  santamonica  satire  saulbass  savetherobot  saving  sbo  scale  scaling  scarredforlife  scene  scheduling  school  science  scientificmethod  scifi  scope  scores  scrabble  scraping  screengrabs  screenshake  scribblenauts  script  scripting  scrollingbeatemup  scrub  scrum  sculpting  sculpture  sdl  seamusblackley  seasamestreet  secondhand  secondlife  secretofmonkeyisland  security  seedmagazine  seeing  seekingacceptance  sega  segagaga  self  selfcentered  senseofhumour  senseofwonder  sensible  sensitivity  septentrion  sequel  seriousgames  service  servicedesign  services  sf  sf0  sf3  sf4  sggg  sgi  shade  shadow  shadowofthecolossus  shadowphysics  sharedscreens  shareware  sharing  shippingforecast  shirenthewanderer  shirky  shmup  shooter  shooters  shops  short  shortsighted  shortstory  showeverything  sid  sidsackson  silence  silly  simcity  simonferrari  simonparkin  simonwistow  simple  simplicity  simulation  simultaneity  singlea  singleplayer  singstar  sixties  sixtostart  skateboard  skateboarding  sketchup  skill  skills  sl  slides  sliding  small  smart  smartobjects  sms  snes  snk  soapopera  social  socialcapital  socialengineering  socialgames  socialmedia  socialnetworking  socialplay  socialsoftware  society  software  solitaire  solitary  solitude  sonic  sony  soothing  sophiesamson  sorenjohnson  sotc  souljaboy  soulsucking  sound  sounddesign  sounds  soundtrack  soundtracks  source  space  spacedeadbeef  spaceinvaders  spaces  spcae  spectrum  speculative  speculativefiction  speedruns  spellcaster  spelunky  spielberg  spiralling  splintercell  spore  sport  sports  sportsillustrated  spotify  spyparty  ssf4  stage  stains  starcontrol2  starcraft  startup  starwars  statistics  stats  stealthmissions  steam  stephenfry  stephentotilo  stevegaynor  stevenpoole  stevenspielberg  steventotilo  stevereich  stewartbutterfield  stocks  stopitalreadydudes  stopmotion  stories  story  storymaking  storytelling  stpauls  strafejumping  stranglethornvale  strategy  strawman  streaming  streetfighter  streetfighter2  streetfighter3  streetfighter4  streetfighteriv  structure  stuff  stunt  style  stylisation  stylised  subscription  success  succinct  sumodigital  superbrothers  supermario  supermarioland  supermeatboy  superstreetfighter4  superturbo  surprise  surreal  survey  survival  survivalhorror  susangreenfield  suspense  swaps  swearing  swinxs  sxsw  synchronicity  synthesis  system  systems  systemsliteracy  systemsthinking  t2k  tablet  tabletop  tabularasa  take2  taleoftales  talk  talkingshoe  talks  taste  taxonomy  td2192  teabagging  teaching  teamfortress2  teams  teamteamwork  teamwork  technical  technique  technology  techtalk  tedmartens  teens  television  tempest  tennis  tennisfortwo  terminal  terminator  terrifying  testing  tetris  text  textadventure  tf2  tgs  thatgamecompany  theatre  theescapist  thelastguardian  theology  theonion  theory  thermodynamics  thesims  thewitness  thewrestler  thingsturningdeadly  thomaspynchon  thosewerethedays  thought  thps2  threes  throwawaycomment  tiein  tigerwoods  tigsource  tilting  timbray  time  timeattack  timelapse  timetravel  timetrial  timhunkin  timing  timsweeney  tinafey  tinyspeck  tips  titanic  tokyogameshow  tomarmitage  tombissell  tomchatfield  tomchick  tomfrancis  tominsam  tomy  tonality  tone  tools  toolstothinkwith  topten  torchlight  toread  torture  touchscreen  tournament  towerdefense  toy  toyetics  toys  tracking  trackmania  trackmaniasunrise  trade  trading  traffic  trailer  training  trainyard  transgaming  transit  translation  transmedia  transport  trash  trends  tripleaonly  trism  trivia  trolling  trueskill  trukz  trust  truth  trystero  tshirt  tshirts  tuning  turbine  turn10  tutorial  tutorials  tv  twine  twitch  twitter  twoplayer  txk  type  typewriter  typography  ubicomp  ubiplay  ubisoft  ufo  ugc  ughmeck  ugmmc  uhoh  ui  uk  ultima  ultimaunderworld  unassignedvariable  uncannyvalley  uncharted4  understanding  unethical  ungames  unity  universe  university  unreal  uo  update  updates  urban  urbanspace  usability  userexperience  ut3  utah  utility  ux  v21  value  values  valve  valvesoftware  vanda  vanity  vanquish  vault  vaultofglass  vcs  vectors  vernacular  versioncontrol  via:blackbeltjones  via:mugla  via:offworld  video  videogames  videogmaes  videos  vimeo  violence  viral  virtuafighter  virtual  virtualworlds  viruses  visualeffects  visualisation  visualization  vita  voiceacting  voiceover  voxels  wagner  walkthrough  wallpaper  wallstreetjournal  war  warcraft  wargames  warhammeronline  warioware  warrenspector  washington  waste  wat  watchmen  water  waves  waxy  web  web2.0  web20  webservices  westerns  wgrtw  whatif  wheedle  whitemaleprivilege  wiedenandkennedy  wii  wiifit  wiimote  wikipedia  wildwest  williamhiginbotham  willporter  willwright  windows  windwaker  wipeout  wired  wireless  wishfulfilment  woah  wolfenstein  wonder  wonderlab2010  wondertonic  words  work  workethic  workingpractice  worldofgoo  worldofwarcraft  worthiness  wow  writing  wrong  wtf  ww2  wwii  xbla  xbox  xbox360  xboxlive  xboxone  xboxoneoneone1!  xcom  xml  xna  xp  yaap  yahoo  yawn  year  yearend  yoshinoriono  youhavenodignity  youth  youtube  zachgage  zarf  zelda  zmachine  zombies  zoning  zork  zugzwang  zxspectrum  zzt 

Copy this bookmark: