infovore + games + fun   14

Just add points? What UX can (and cannot) learn from games
Went in sceptical, but this is a very good/solid presentation: the emphasis on going beyond chucking around the adjective "playful" and actually considering what makes (different kinds of) games work, and what they may/may not be applicable to, is spot-on. And a reminder that I'm behind on my reading, as usual.
games  interaction  design  fun  play 
june 2010 by infovore
Idle Thumbs: A Weekly Video Game Podcast
"As Hecker suggested, though, that crucial consideration of the "why" of game development -- along with related questions like "What are you trying to say to people?" or "What influenced this?" or "Are you trying to say anything at all?" -- seems to be less important in this medium than it is elsewhere. That's understandable, since "fun" can be pursued for its own benefit, and to great and impressive effect. Surely we've got that covered by this point, though, and there's bandwidth for more." Chris Remo thinks out loud for a bit.
games  intent  design  fun  meaning  chrisremo 
november 2009 by infovore
WoW, Casually: What is casual?
"And that is the best definition of casual that I can come up with: Casual players cannot be rated better or worse than other players." Torres finds a nice overlap with the Hicks/Hudson duality; I like his suggestion that casual players don't have metrics for comparison, because their primary goal is fun, and you cannot compare types of fun.
games  fun  entertainment  casual  hardcore  wow  worldofwarcraft  nomenclature 
june 2009 by infovore
GameSetWatch - GDC: Keita Takahashi - The Complete GDC Lecture
Takahashi being wonderfully perceptive and making some interesting observations. Also, describing some lovely design decisions in the beautiful, soothing, and bonkers Noby Noby Boy. I still need a soundtrack CD for that game.
keitatakahashi  nobynobyboy  ps3  psn  development  design  games  play  fun 
march 2009 by infovore
Child's Play Article - Page 1 // None /// Eurogamer - Games Reviews, News and More
"The aim, then, is to explore what makes a good children's game, to consider how this oft-maligned market can sometimes reveal bad game design habits that we've been conditioned to tolerate, and to offer a guide to the best games for kids available now by looking at the four design areas that I believe are key to making a successful game for children." Dan Whitehead's roundup of games for children is really very good: some strong thinking, good comparative analysis, and best of all, parental insight. More like this, please, EG.
design  games  play  children  fun  kids 
march 2009 by infovore
Team Fortress 2
"On Tuesday we shipped an update that added a bunch of features / bugfixes / balancing tweaks that came out of the community's feedback. In particular, it made some changes to the underlying TF damage system, and as part of that, it modified the way critical hits are determined. We thought it might be interesting to dig a little into the change, and hopefully give you some insight into our thinking." Another cracking example of explaining game mechanics clearly and directly, to an engaged community.
games  play  statistics  mechanics  fun  teamfortress2  balancing  probability 
february 2009 by infovore
Gary Penn on the rules of game design | Technology | guardian.co.uk
"You've got to get shit happening – you can talk about it, you can write it down, it means nothing until you actually make it and think f**k that's nothing like what I thought it was going to be! That happens most of the time." Gary Penn on prototyping, getting real, and how they do stuff at Denki. More good stuff.
design  games  play  prototyping  fun  denki 
february 2009 by infovore
The Denki Difference | Technology | guardian.co.uk
"We always start with the idea of toys," says Ralfe. "They're the quickest way into finding fun. Rules aren't fun, so we never begin with them." Great feature from Keith Stuart on a visit to Denki; lots of good stuff in here.
design  games  play  guardian  fun  denki 
february 2009 by infovore
Stephen Fry » Blog Archive » Wii is a kind of magic
"...Nintendo understands that while play does involve competition, territoriality and rehearsal for war, it also involves silliness, laughter and fun." Oh, god, can I just marry Stephen Fry now? Oh, there's a queue. Never mind.
wii  play  games  nintendo  fun  casual  interaction  stephenfry  article  writing 
august 2008 by infovore
Puzzle games - Boombot - Walkthrough, comments and more Free Web Games at FreeGamesNews.com
You're a little robot. You're also indestructible. Use bombs to bounce yourself around the level, but don't run out. Lovely little flash game.
flash  games  physics  explosions  fun 
august 2008 by infovore
StumbleVideo - TF2 Karaoke: My Heart Will Go On on Vimeo
Awesome. Server set up to play karaoke; players mix appalling singing with a bit of the old ultraviolence. I miss PC gamers.
karaoke  music  play  games  tf2  celinedion  humour  groups  fun 
june 2008 by infovore
Swinxs, the toy that's active and fun - Swinxs the first computer to use outside
An outdoor games console, with lots of fun locative play elements. And it's *real*.
swinxs  play  outdoors  games  technology  everyware  ubicomp  fun  nlgd 
june 2008 by infovore
Lost Garden: Lessons about failure
"If you want someone to fail, you want them to fail fast, before they spend a lot of money... [Miyamoto] would just say, 'Find the fun, and I'll be back in three months to take a look at what you have.'" Good advice.
design  failure  fun  play  games 
october 2007 by infovore
The Core of Fun - Raph Koster
All the slides from Raph's ETech Keynote
play  fun  games  interaction  design  experience 
march 2007 by infovore

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