infovore + play   306

The Tune Zoo & Other Stories – Extraordinary Facility
Excellent stuff - as always - from Matt B; I'm somewhat envious of his focus and the quality of his output. Nodded along heartily throughout.
music  design  mattbrown  interaction  play 
20 days ago by infovore
The Tune Zoo – Extraordinary Facility
Wonderful new work from Matt Brown. So much going on in here, and such thoughtful development process; I'm envious of Matt's eye, ear, and capabilities. Hope this does well.
tunezoo  extraordinaryfacility  music  apps  play  interactiondesign  musictheory  scales 
december 2016 by infovore
Ian Bogost: Play Anything | Design.blog
"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
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
“Play is the serious business of children” Jean Piaget – Viewport Magazine
Modernist toy exhibition in London; Ken Garland et al. I must go sometime soon.
toys  play  design  modernism  kengarland 
june 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
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
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 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
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 
april 2013 by infovore
stamen design | Questions from Webstock
"Beer comes before agriculture. Gardens too. There are too many generational steps involved between grasses in their natural form and wheat worth harvesting for agriculture to be the thing people were shooting for when they domesticated plants. Drugs and beer and pretty flowers, on the other hand, can be made from a single generation of garden from wildflowers.

We talk all the time about data visualizations and maps that are useful. We don't talk at all about data visualizations and maps that delight you and make you laugh. We should." Yes, Eric.
stamen  ericrodenbeck  delight  utility  play  joy 
march 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
Lego’s “moments of truth”
"Three design principles from Lego CEO Jorgen Vig Knudstorp: When it’s advertised does it make a child say: ‘I want this!’? Once he opens the box, does it make him go: ‘I want more of this’? One month later, does he come back to the toy and still play with it? Or does he put it on the shelf and forget about it?" Useful for things that aren't toys, too.
lego  design  interactions  play  longevity 
august 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
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
A man who won't forget Ray Bradbury | Books | guardian.co.uk
"[Bradbury] told them about a child he had watched, teased by his friends for wanting to enter a toy shop because they said it was too young for him, and how much Ray had wanted to persuade the child to ignore his friends and play with the toys." That, forever.
play  toys  children  raybradbury  neilgaiman 
june 2012 by infovore
Eye blog » Playing with the logo. How Ken Garland + Associates had graphic fun with the Galt Toys identity
Gorgeous work from Ken Garland, and an exhibition of the Galt Toys work in Shoreditch. And, best of all, the exhibition lets you play with the toys. Will be going to this.
kengarland  galttoys  toys  play  design  graphicdesign 
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
Game Design Advance › Raymond Smullyan
"I would call him the greatest puzzle designer of all time, but that implies that there are lots of people who do what he does and he’s better than them, and that’s not quite right. What I mean is to say is that Raymond Smullyan is the Marcel Duchamp of puzzles, he’s the Brian Eno of puzzles. His work is singular, transformative, genre-defining, in a class by itself."
franklantz  raymondsmullyan  puzzles  play  maths 
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
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
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
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
Skrekkøgle - Solitaire Win
The win-screen from Windows Solitaire, made physical. (Scroll down for explanations).
sculpture  games  play  solitaire 
august 2011 by infovore
Six games about architecture – Hubbub
Lovely little round-up of games about architecture and the urban environment from Kars.
architecture  games  play  cities  space 
august 2011 by infovore
Beware of the Sorrell: Everybody Is A Game Designer
"Children will turn anything into a toy, any toy into a game and any game into a story. Adults do just the same thing, they just don’t do the noises. At least not when anyone’s looking." Yes. (Also: Sorrell is blogging. This is good.)
marksorrell  toys  games  stories  play 
august 2011 by infovore
Ian Bogost - Procedural Literacy
"I want to suggest that there is a utility for procedural literacy that extends far beyond the ability to program computers. Computer processing comprises only one register of procedurality. More generally, I want to suggest that procedural literacy entails the ability to reconfigure basic concepts and rules to understand and solve problems, not just on the computer, but in general."
literacy  systems  procedural  play  ianbogost 
july 2011 by infovore
Planetary iPad app turns music collections into galactic art (Q&A) | Geek Gestalt - CNET News
"It has been interesting to watch the rise of the subsequent discourse on gamification, because to me, the focus on "achievements" and such misses the real power of games: they teach us dynamic system models. The instruments we build at Bloom will each provide a different "physics of information," or game-like rule set that maps the variables from the data the user is viewing (how many followers does my friend have) into a set of rules that govern the behavior and presentation of the data (how big is the dot that represents that friend). Once users learn how these rules work, they can perform the system like they might perform a video game, zooming through structures, using tools, and interacting with the environment. Play is the way humans learn how new environments work. We'll let people play in countless environments built by their own network data and resources." Dingdingding!
systemsthinking  bencerveny  games  bloom  play 
may 2011 by infovore
Play This Thing! | Game Reviews | Free Games | Independent Games | Game Culture
"Not least among these movements is larp, brought to its apotheosis in the Nordic countries, where vast, imaginative works of enormous artistic ambition receive attention not only from game geeks but from their national cultures as well. This vital phenomenon is now accessible to English speakers through this landmark work, an anthology of articles describing some of the most impressive and compelling works of the form. Anyone seriously interested in role-play, interactive narrative, and the collision between games and theater will find it of enormous interest." Greg's introduction sounds good, and the PDF sample made this book look really quite something.
games  play  larp 
january 2011 by infovore
Gamasutra - Features - Peering At The Future: Jesse Schell Speaks
Christian Nutt interviews Jesse Schell Lots of really interesting stuff in here - to be returned to, I think.
interview  gamasutra  jesseschell  games  social  play  online 
december 2010 by infovore
gameplaywright.net // story, games, together
"The Bones gathers writing about fandom and family—about gamers, camaraderie, and memories— and ties them together where they meet: our dice. These are essays and anecdotes about the ways dice make us crazy, about the stakes we play for and the thrill we get from not knowing what the next roll will bring."
books  dice  games  play 
july 2010 by infovore
Build Blog » Couch Cushion Architecture; A Critical Analysis
"More primal and immediate than any of the previously mentioned examples, it was couch cushion architecture that established the basic building blocks of our design logic. Unrepresented and ignored for too long in the architectural industry, today’s post pays respect to the wonders of couch cushion architecture. We’ve rounded up a (mostly) admirable collection of projects, taken from a randomly conducted search on the internet. Join us as we take a critical analysis of the architecture, methods and design philosophies of living room furniture re-appropriation." Charming, and generous, too.
architcture  criticism  design  children  play 
june 2010 by infovore
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
Augmented Shadow_document on Vimeo
"Augmented Shadow, by Joon Moon, 2010. used openframeworks. It's a tabletop interface on where artificial shadows of tangible objects displayed. You can play with the shadows lying on the boundary between the real, virtual, and fantasy." Now stop reading and watch. Beautiful, simple, engaging, playful and storyful all at once.
play  shadows  ar  augmentedreality  emergentnarrative 
june 2010 by infovore
russell davies: steal other things
"My main point brings me back to Pretending Apps. Because there are lots of other things you can steal from games, many other aspects of gaming that people find appealing and some of them might be more easily and usefully extracted." Yup. This was one of my main beefs with the whole "let's make everything playful/gamey!" trend that kicked off a few years ago: "game-y" was associated with "having points", and really, that's not what makes a game at all. (Other things that make a game: pretending, as Russell mentions, and visible mechanics, as I think I have to write about soon).
games  pretending  play  russelldavies  playful  fedupofthewordplayful 
april 2010 by infovore
russell davies: not playful
"There seems to be some sort of consensus that the highest form of play is fully immersive, interactive live theatre. Well not for me. The rhetoric of these things is often about people making their own choices, being free to act, creating their own narrative, etc, etc. And I always end up feeling like a piece, a pawn." Totally; not for me, either, though I'm not totally into "Social Toys" either - but Russell's points are perfectly valid and sensible. (I do like theatre, though). Probably ought to write more than a few hundred characters on this.
theatre  pretending  play  socialplay  social  games  mores  immersion 
april 2010 by infovore
Ten Million Sports
"In this adaptation of Raymond Queneau’s 100,000,000,000,000 Poems, the rules of 10 sports (football, polo, water polo, lacrosse, ice hockey, table tennis, basketball, rugby, the Kirkwall ba' and beach volleyball) are divided into their constituant elements (duration, playing area, objective, players per team, attire, ball and method of play/restrictions) in such a way that they can be reassembled without contradicting each other."
games  play  oulipo  language  sport 
april 2010 by infovore
JOSM/Plugins/WMS Racer - OpenStreetMap
All I can do is quote Tom Carden: "So let me get this straight... Inside the beloved and venerable Java OpenStreetMap editor, JOSM, you install a plug-in which runs a (port? emulator?) version of Lotus Turbo Challenge II. And you drive around the game on a level composed of the aerial imagery you were tracing in JOSM. And it records GPX tracks. Which you can trace into maps and share on OpenStreetMap. Jesus."
games  play  osm  openstreetmap  holyheck  mapping  gpx 
february 2010 by infovore
Review: Maestro: Jump In Music - Tiny Cartridge - Nintendo DS & DSi News, Media, Videos, Imports, Homebrew, & Retro Junk
"Two music games got it right on the DS this year, both eschewing fancy controllers, instead focusing on the system’s touchscreen to present their engaging concepts: Rhythm Heaven and Maestro: Jump in Music." Ooh, sounds interesting - will have to hunt that down. (Via Simon Parkin)
ds  games  music  interaction  play 
january 2010 by infovore
"In his heart he's a cowboy, and in mine I'm Batman"
"The game is very impressive, and gives some great experiences. For example, a friend at work solves most problems with a jetpack and a lasso, instead of a grappling gun. In his heart he's a cowboy, and in mine I'm Batman." A comment on Brandon's year-end post about the uncanny valley of Scribblenauts; this line really, really stood out for me.
play  imagination  invention  games  scribblenauts 
december 2009 by infovore
jordanmechner.com » Blog Archive » Designing story-based games
"Eons ago, in 1996, Next Generation magazine asked me for a list of game design tips for narrative games. Here’s what I gave them. Reading it today, some of it feels dated (like the way I refer to the player throughout as “he”), but a lot is as relevant as ever. I especially like #8 and #9." Jordan Mechner is a smart chap; nice to know he was on the right lines so long ago.
games  story  design  narrative  play  jordanmechner 
november 2009 by infovore
Tale of Tales » Interview with Frank Lantz
Great interview with Lantz, expanding on his "games aren't media" angle and some other interesting points on aesthetics; totally marred by Michaël Samyn's trolling of a comment thread (on his *own* company's blog). Still, read the top half!
games  interview  taleoftales  franklantz  media  play  rules  aesthetics 
november 2009 by infovore
Hubbub
"We create physical, social games for public space. Our games get people moving and talking. They stimulate their creativity and get them to connect." Kars has a name for his new venture.
friends  games  play  socialplay  karsalfrink 
november 2009 by infovore
notes.husk.org. On noticings.
"I’ve always taken pictures of street furniture, signs, adverts, shop fronts, and other such trivia. I always felt a bit strange about posting them, but noticings seems to thrive on such things. I worry a little that I’ve annoyed people who liked irregular, but “better”, photographs, but hopefully there’s value in noticings, too." Paul is nice about noticings. I "get" his points about feeling like it's interrupting your photostream, but I enjoy the new things I discover more than I care about the disruption, and I hope other people feel that way, too.
flickr  noticings  games  play  cities 
october 2009 by infovore
The Brainy Gamer: Hot for teacher
"The best games communicate their systems to us in ways that feel satisfying, and the quality of this dialogue between player and game often determines the success or failure of the game." Michael Abbott's been playing Demon's Souls.
demonssouls  games  play  learning  teaching 
october 2009 by infovore
Achewood § August 3, 2005
"If you can't have fun playin' with a toy truck, then it's time to re-evaluate your life. You've become jaded." As ever, Ray Smuckles speaks strong truth.
achewood  toys  play  imaginativeplay  creativity  imagination 
july 2009 by infovore
Bayer Didget - Product Information – Bayer’s DIDGET™ Blood Glucose Meter
"Bayer’s DIDGET™ is the only blood glucose meter that plugs into a Nintendo DS™ or Nintendo DS™ Lite system. This unique meter helps encourage consistent testing with reward points that children can use to buy items within the game and unlock new game levels." Blood glucose monitor for diabetics that plugs into your Nintendo DS. Utterly awesome, and exactly what a new world of products should look like.
nintendods  bayer  design  products  diabetes  health  play  nintendo  ds  superb 
july 2009 by infovore
Hiding data, content and technology in real world games
Some jolly good stuff from Chris, notably "And I Saw..". I mainly like it, though, because he went and made a thing, and it definitely worked, and it's so, so simple.
data  games  play  sms  christhorpe  andisaw  simplicity  making 
july 2009 by infovore
Arduino Squid on Flickr - Photo Sharing!
"LEDs pulse back and forth in the mantle to indicate roughly how many friends are on Xbox Live. It goes into red alert if anyone's playing Left 4 Dead." Nicely done; might poke something similar into life for myself, just for kicks.
arduino  xboxlive  games  friends  play  social  electronics 
june 2009 by infovore
Poker players with "Magic: The Gathering" background succeeding at WSOP - ESPN
"While the two games have similarities, the consensus is that the collective poker success results more from the experience competition provides than the tactics and skill set utilized in 'Magic.'" Successful Magic: The Gathering players are moving over to professional poker. I particularly liked: '"I never want to play poker in my free time. 'Magic' you can. You can't make a living at 'M:TG,' but it's just the more enjoyable game.""
gambling  poker  games  play  gaming  pressure  magic  mtg  magicthegathering  skill 
june 2009 by infovore
THE GRIND: SOCAL EDITION (SF4 TRAINING & SBO QUALS) - iPLAYWINNER FIGHTING GAME NEWS - Street Fighter Virtua Fighter Tekken SNK Capcom BlazBlue Fighting Game News Strategy and Guides at iPlayWinner.com
Huge, and a bit baggy, but nontheless interesting account of a trip to the SBO Qualifiers in the US; if anything, makes me sad that there's no way we'll ever see an arcade scene like this in the UK ever again.
arcade  games  streetfighter  play  competition  sbo  narrative  society 
june 2009 by infovore
GameSetWatch - Postmortem: Getting Serious With Budget Hero
"Finally, if one can wrap a game around a complex issue like the national budget and engage that many young people, we should be able to do the same with other important policy issues, from climate change to health care. The budget was about the most boring issue one could take on compared to Lost, Heroes, World of Warcraft, or playing Moto Racer on the iPhone." Really interesting set of conclusions from a large-scale serious game.
seriousgames  budget  budgethero  games  play  policy  government  wgrtw 
june 2009 by infovore
GameSetWatch - Interview: Maxis' Bradshaw On Freedom In Games, Failure As A Positive
"There've been studies on how gamers actually become better business leaders," she says. "They're very familiar with that creative, collaborative team space that's so much a [part of] our businesses." And creative, unstructured play means letting players fail, she asserts.

Giving players the opportunity to have failure states -- not just a "strict message that's being delivered" -- is the right way to encourage players to learn and explore. She noted educational game Electrocity, a SimCity inspired resource-management game, that allows for mistakes and consequences. "Sometimes in those moments is when people 'get it' strongly," says Bradshaw.
wgrtw  failure  games  learning  play  business  collaboration  leadership 
june 2009 by infovore
The Brainy Gamer: Gee whiz
"Games don't separate learning from assessment. They don't say "Learn some stuff, and then later we'll take a test." They're giving you feedback all the time about the learning curve that you're on. So, they're not the only solution to this problem by any means, but they're a part of the solution of getting kids in school to learn not just knowledge as facts, but knowledge as something you produce; and in the modern world you produce it collaboratively." Jim Gee is a smart guy. I need to read more on him.
wgrtw  learning  education  jamesgee  games  play  teaching  assessment 
june 2009 by infovore
Leapfroglog - Play in social and tangible interactions
"I suggested that, when it comes to the design of embodied interactive stuff, we are struggling with the same issues as game designers. We’re both positioning ourselves (in the words of Eric Zimmerman) as meta-creators of meaning; as designers of spaces in which people discover new things about themselves, the world around them and the people in it."
design  interaction  games  play  rules  meaning  epistemology 
june 2009 by infovore
The Escapist : Don't Knock the Aztecs
"To justify such an investment in time, a game would not only have to match the content of the course, but provide a learning experience that couldn't be accomplished through reading, writing and class discussion." Todd Bryant on how he integrated playing games into his teaching programmes; some nice ideas in here, notably using MMOs for language tuition, and some commentary on the suitability of various titles for this sort of thing.
games  education  learning  languages  history  play 
may 2009 by infovore
QBlog - The Hunter and the Hunted
"See why I say I can't play like a player?" Richard Bartle dives deep into Stranglethorn Vale to explain what he "sees" when he plays MMOs, and to try to explain why he can't play them like, say, I can. It's a nice reading - even if I'm not sure the zone works as well coming from the Horde perspective - and his insights are strong.
richardbartle  stranglethornvale  wow  worldofwarcraft  mmo  design  games  play  online 
may 2009 by infovore
Introduction to Grifball - The Quixotic Engineer
"What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.
games  grifball  halo  play  consensualplay  modification  sport  inlink 
may 2009 by infovore
The Brainy Gamer: OMG, girls in trouble!
"I talk to a lot of parents about video games, and many of them continue to worry about the negative effects of games on their kids. If you dig a little deeper in these conversations, you quickly discover their concerns have little to do with their daughters. It's the boys they're worried about. When I say "video game" they hear "violent killing game," and they fear the messages these games send to their impressionable sons. They should worry more about their daughters." Michael Abbott on the horror that is games targeting young girls.
games  play  youth  gender  education  girls  consumerism  vanity 
may 2009 by infovore
BLDGBLOG: Evil Lair: On the Architecture of the Enemy in Videogame Worlds
On Shadow of the Colossus: "When the game is up, the player-character suffers a terrible price for destroying these strange, animate monuments. It is one of the few videogames in which the protagonist dies – horribly and permanently – when the game is over. It is a game where destroying the evil lair might well have been the wrong thing to do. And yet it is _all_ you can do. Such is the inexorable, linear fate of the videogame avatar." Rossignol hits up BLDGBLOG, and (as if you couldn't have guessed), it's good.
architecture  games  play  design  space  jimrossignol  evil 
may 2009 by infovore
Charlie's Diary: LOGIN 2009 keynote: gaming in the world of 2030
"But the sixty-something gamers of 2020 are not the same as the sixty-somethings you know today. They're you, only twenty years older. By then, you'll have a forty year history of gaming; you won't take kindly to being patronised, or given in-game tasks calibrated for today's sixty-somethings. The codgergamers of 2030 will be comfortable with the narrative flow of games. They're much more likely to be bored by trite plotting and cliched dialog than todays gamers. They're going to need less twitchy user interfaces — ones compatible with aging reflexes and presbyopic eyes — but better plot, character, and narrative development. And they're going to be playing on these exotic gizmos descended from the iPhone and its clones: gadgets that don't so much provide access to the internet as smear the internet all over the meatspace world around their owners." Lots of great stuff in this Stross Keynote.
technology  games  play  future  charlesstross  progress  development 
may 2009 by infovore
Mike Darga's Game Design Blog
Mike Darga's blog is a smart, insightful, data-driven look at game design, especially for MMOs. It's very good, and goes straight into my subscriptions.
games  blog  writing  design  play 
may 2009 by infovore
GameSetWatch - Opinion: The Breadth Of Game Design
"...as developers, we need to deal more honestly with the disparity between our reach and our grasp - which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
games  design  play  mechanics  progress  literacy 
april 2009 by infovore
tiara.org » Blog Archive » Foursquare, Locative Media, and Prescriptive Social Software - Part One
"Locative social media is especially interesting because it directly affects how people move through the city. It can be terrifically fun and useful for people who fit its prescribed social model." This kind of proscription (or encouragement) of behaviour is interesting, and I think there are a variety of ways to do it "sensibly". And: how did you expand the group of "people who fit its prescribed social model"? Small changes of behaviour, amongst larger groups, are much, much more interesting.
social  play  games  location  place  casual  foursquare  locative  socialsoftware 
april 2009 by infovore
Wonderland: Commissioning for Attention: games, education and teens
"I've always marvelled at the idea of a $25m game needing $35m of marketing. Doesn't that feel so wrong and weird? I'd make two $25m games, spend $8m on indies doing crazy new things, and have $2m left over for some nu-style publicity. Or better still, spend $60m across 60 indies full stop." Lots of good things in Alice's compainon to Matt's posts, but especially this; the constant shyness to 'spend less on more stuff' from the games "industry" always befuddles me.
commissioning  media  channel4  games  education  marketing  learning  play  alicetaylor 
april 2009 by infovore
Ending BioShock, by Tom Francis
Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
bioshock  games  narrative  play  storytelling  writing 
april 2009 by infovore
Cruise Elroy » Who needs to win?
"As I listened to Wil’s surprisingly impassioned speech, and the protestations of the other party members, a thought popped into my head: role-playing is when you make poor gameplay decisions on purpose." Dan values narrative success over ludic, rules-based success.
games  play  gameplay  roleplaying  success  failure  drama  narrative 
april 2009 by infovore
SingStar: Past, Present and Future Article - Page 1 // PS3 /// Eurogamer - Games Reviews, News and More
"The reason for [Singstar's relatively "low" Metacritic scores] is also the reason that this is an article about SingStar, and not a review of SingStar Queen and the new wireless microphones: SingStar is now basically unreviewable. Unlike Guitar Hero: Metallica, or AC/DC Live: Rock Band, SingStar has morphed from a game into a service, and defies traditional critical judgement."
gaas  games  services  singstar  entertainment  play 
april 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
Quick and dirty slides
Margaret's slides from GDC2009. Even without the notes, there's clearly some great meat here, and "Stop Wasting My Time And Your Money" has some stonkingly good moments - notably, the discussion of the HL2 lambda, and a great, great Sam Beckett gag.
margaretrobertson  gdc2009  slides  presentation  games  story  narrative  play  spore  education 
march 2009 by infovore
Failure and Learning | A Games Design Blog
"You don’t need to be able to lose for a game to be enjoyable or challenging. You just need to be able to fail." Some good notes on the purpose of failure in games, and how to sensibly work failure as a mechanic into games without irritating players.
design  games  play  learning  progress  failure  feedback 
march 2009 by infovore
Gamasutra - News - GDC: Clint Hocking On Improvisational Success Through Design Failure
"Mastery is not a prerequisite to improvisational play. The only prerequisite is confidence, and the only prerequisite in making the game is that we do not discourage the player from improvisation by "humiliating" the player." This talk really does sound like it confirms what I already know: Hocking is bang on a lot of money, very self-aware, and I want to give him consensual manhugs. Also, I want him to make more games. Lots more games. Curses at not getting to GDC.
design  games  play  farcry2  clinthocking  gdc09 
march 2009 by infovore
One More Go: Majora’s Mask, or How to be your own hero of time - Offworld
"I hate the deep breath I have to take before asking if anyone remembers Jumping Flash or Rescue On Fractalus. I hate being the geeky bore who’s more interested in talking about games from twenty years ago than about BioShock 2 or GTA 5. But even more I hate the waste of modern game development, of watching talented teams burn time and energy reinventing wheels previously perfected by men now in their 60s."
design  play  writing  history  historiography  game 
march 2009 by infovore
Getting Lucky: Hard-Core Gamers Penetrate Peggle's Physics
"...hard-core players are comfortable mentally manipulating Peggle's complex physics. They can build models about where the ball is going to go, even after the seventh or eight collision. A frustrated casual gamer looks at Peggle and sees chaos; a hard-core one sees causality." Oh - now that _is_ an interesting way to look at things.
games  play  physics  casual  chance  causality  peggle 
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
SF0
"SFZero is a Collaborative Production Game. Players build characters by completing tasks for their groups and increasing their Score. The goals of play include meeting new people, exploring the city, and participating in non-consumer leisure activities."
games  play  art  sf  cities  urban  open  collaboration  sanfrancisco  sf0 
february 2009 by infovore
russell davies: fair play
"...kids are utterly, utterly obsessed with fairness. It's the most important element in any game. And human rule-enforcement is automatically deemed unfair. There is no referee, umpire or god-like grandparent that can escape being seen as unfair at some point, for some decision. But the commanding voice of Cosmic Catch escapes all that. The relentless, ineluctable judgement of the RFID machine brooks no argument, is prey to no human frailties and biases and is immediately seen as fair."
games  play  children  toys  psychology  rules  fairness 
february 2009 by infovore
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