Prototyping without physics - Edge Magazine
11 days ago by infovore
"It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
design
games
simulation
physics
toys
systems
clinthocking
11 days ago by infovore
Kill Screen - No Ludo: The Illogical End
december 2011 by infovore
"Winning and losing are only defined in their relation to us. Their meaning doesn’t come from an abstract ideal that is buried in the rules of the game, but from our experiences in life, such as witnessing war; or watching Garry Kasparov’s erratic behavior during his matches with Deep Blue; or having once won the emotionally fractured heart of the blonde from class, only to have it crumble in my hands. A game like chess is meaningful because it comments on our wider view on culture—not because placing pieces in a certain position leads to an endgame." On the battle between the logic of systems and the illogic of meanings. Useful food for thought right now.
systems
games
killscreen
ludology
rules
mechanics
december 2011 by infovore
Kill Screen - In Brief: Who Rules the Rules?
november 2011 by infovore
" If real human players are serving as the authority, the spirit of the rules is intact even if they are not followed literally. Rules are checked for reference when a debate comes up about a certain ability or tactic, but they are not a constant authority. There’s a certain flexibility present when the players have the final say on what is acceptable. They only bend the rules when it makes the game more fun." This is very good: textualism versus contextualism.
games
writing
rules
systems
context
killscreen
lbjeffries
november 2011 by infovore
Ian Bogost - Procedural Literacy
july 2011 by infovore
"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
All Watched Over: On FOO, Cybernetics, and Big Data | Ideas For Dozens
june 2011 by infovore
"On my way home from FOO I sat staring out the car window, all of these impressions, ideas, and seeming contradictions bouncing around in my head. And then something occurred to me. O’Reilly’s human-centered approach is still a kind of systems thinking. O’Reilly is still building a model of what the geek world is working on. They’re just doing it through the social relationships that their employees form with other geeks. The “data” they gather is stored in their employees heads and hearts and in those of the wider community of geeks they bring to events like FOO. Instead of trying to live in the model, O’Reilly tries to live in the community."
data
oreilly
community
systems
networks
cybernetics
gregborenstein
june 2011 by infovore
Helmuth von Moltke the Elder - Wikipedia, the free encyclopedia
march 2011 by infovore
Formative military strategist; interesting with respects to systems thinking; but sod that, he also coined Red versus Blue. For that alone: +1.
military
strategy
warfare
systems
redvsblue
march 2011 by infovore
The Systematic Integrity of Expression
january 2011 by infovore
"The nature of an interactive medium should be the feedback loop between the player and the game; to not explore (or, at least, consider) the expression space of this cycle seems to be a missed opportunity." Trent raises some good points about the relationship between narratives and the systems that tell them.
games
systems
narrative
mechanics
january 2011 by infovore
Rules, Play and Culture
november 2010 by infovore
"...the game of chess is much more than the set of instructions needed to move the pieces on the board: the players’ intellectual and emotional interaction during a game is also the system of chess. The media hubbub surrounding Kasparov’s loss to Deep Blue: that is chess. The southwest corner of Washington Square Park where New York City players wager, talk trash, and square off across stone tables: that is chess too." So much good stuff in this essay from Frank Lantz and Eric Zimmerman
franklantz
ericzimmerman
games
rules
systems
november 2010 by infovore
Only crash « Snarkmarket
june 2010 by infovore
"What else could we apply crash-only thinking to? Imagine a crash-only government, where the transition between administrations is always a small revolution. In a system like that, you’d optimize for revolution—build buffers around it—and as a result, when a “real” revolution finally came, it’d be no big deal."
robinsloan
systems
crashing
paradigms
june 2010 by infovore
Gamasutra - News - DICE 2010: CMU's Schell On The Common Threads In Unexpected Successes
february 2010 by infovore
"Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
games
experience
systems
ubicomp
ubiplay
february 2010 by infovore
Playpitch » Essay: Everyday Hacks: Why Cheating Matters
august 2009 by infovore
"Cheating is hacking for the masses. It is one of many opportunities to ‘soft programme’ our technologies and culture without heavy reliance on advanced knowledge. Cheating creates an opportunity to play with design, think about it, and tinker around. By effectively unbalancing a game, we can move behind the screen to consider games through their limits. If you put too many assets on screen with the Sonic debug mode, the system would freeze and crash. In this it taught young players an important truth about games; that they aren’t infinite systems, but rather careful gestures reliant on an economy of elements. Cheats of the kind seen in Sonic fostered a generation of gamers to be both critical and respectful of what games are. Knowing that the level is one configuration among many comes from a point of view only afforded through cheating." David Surman is writing more about games, and it is a good thing.
games
cheating
hacking
mastery
sonic
systems
manipulation
rules
august 2009 by infovore
the-inbetween.com: [ Conflict-free Competition ]
may 2009 by infovore
"Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."
games
conflict
boardgames
design
violence
strategy
economics
tone
systems
may 2009 by infovore
Click Nothing: GDC09 - Part 2 - Improvisation presentation materials
april 2009 by infovore
Clint Hocking's presentation materials - talk, slides, short mpeg - from his GDC09 lecture, "Fault Tolerance: From Intentionality to Improvisation". It's meaty and weighty and it's really, really, really good, and covers lots of bases and I'll need to read it again. Lots of dense stuff about the balances between Far Cry 2's gameplay systems, designing systems for improvisation, and rebalancing games to what they want to be. My mancrush is not abated, sadly.
gdc
gdc09
talk
presentation
farcry2
gameplay
games
design
balance
systems
improvisation
impro
clinthocking
april 2009 by infovore
Leapfroglog - Cities, systems, literacy, games
december 2008 by infovore
A nice post to end the year from Kars - it feels like a top-trump of so many things that have risen to the surface in my head in 2008.
games
play
design
space
ubicomp
cities
karsalfrink
systems
everyware
place
systemsliteracy
readwrite
december 2008 by infovore
The Brainy Gamer: Dissonance
december 2008 by infovore
"Does the road to ludonarrative unity really lead us where we want to go? Is the destination reachable? Is it possible to embrace a design aesthetic that takes us in another direction that could be just as fruitful, if not more so? Okay that was three questions, but it's my blog so I get to ask as many as I want. Now if I could only answer them." This is going to be interesting when I come to write about Far Cry 2.
games
narrative
story
michaelabbott
dissonance
design
mechanics
systems
december 2008 by infovore
Fullbright: The immersion model of meaning
november 2008 by infovore
"Our attempts to bridle the player's freedom of movement and force our meaning onto him are fruitless. Rather, it is a distinct transportative, transformative quality-- the ability of the player to build his own personal meaning through immersion in the interactive fields of potential we provide-- that is our unique strength, begging to be fully realized." Some great Steve Gaynor; reminds me of Mitch Resnick's "microworld construction kits" all over again.
stevegaynor
games
immersion
systems
mechanics
openworld
narrative
experience
freedom
meaning
november 2008 by infovore
howies® - Push the bees where they want to go
november 2008 by infovore
"By understanding the way bees respond to all the different aspects of the natural world, the beekeeper is able to recover his own relationship to the natural world through bees."
bees
beekeeping
nature
systems
world
november 2008 by infovore
Games Without Frontiers: How Videogames Blind Us With Science
september 2008 by infovore
"After all, what is science? It's a technique for uncovering the hidden rules that govern the world. And videogames are simulated worlds that kids are constantly trying to master. Lineage and World of Warcraft aren't "real" world, of course, but they are consistent -- the behavior of the environment and the creatures in it are governed by hidden and generally unchanging rules, encoded by the game designers. In the process of learning a game, gamers try to deduce those rules. This leads them, without them even realizing it, to the scientific method."
games
science
scientificmethod
systems
method
deduction
statistics
inference
wired
teaching
education
september 2008 by infovore
Road runner rules
september 2008 by infovore
Jason Kottke republishes the supposed rules that Chuck Jones and other Road Runner animators stuck to whilst making their cartoons. Perhaps a little apocraphyl, but I like the idea of rules for things that aren't games.
rules
roadrunner
cartoon
animation
chuckjones
systems
september 2008 by infovore
Versus CluClu Land: Rules and Fun
july 2008 by infovore
"The pleasure of video games, it seems to me, comes from our sense that we are collaborating in the realization of the designer's intentions by learning those rules." Yes. This is why I loved watching Mission Impossible: every week, a puzzle is solved.
rules
games
play
philosophy
pleasure
mechanics
systems
july 2008 by infovore
PostSpectacular: Rule making & breaking
july 2008 by infovore
This is, fundamentally, good.
creation
rules
systems
guidelines
making
building
july 2008 by infovore
of this we are sure: Sketching an API architecture
november 2007 by infovore
"I'm willing to accept that the API as a model for architecture contributes less to the design of individual buildings than to the function of the city, but it should effect both." Some good stuff in here I need to go back over.
api
architecture
design
web
analogy
systems
november 2007 by infovore
Twitter as coral reef (Scripting News)
may 2007 by infovore
Dave Winer++ : "As a system designer, I'd like to believe that Twitter or something like it will always be there. I'm not sure of that yet, but it seems we're close."
twitter
technology
systems
software
ecology
metaphor
may 2007 by infovore
Lost Garden: What are game mechanics?
october 2006 by infovore
danc on fine form again.
games
theory
usability
ideas
systems
october 2006 by infovore
Time to stop obsessing about the infrastructure
march 2006 by infovore
The network is not about the applications. The network is about the glue. (I will be repeating this mantra in future).
glue
network
systems
infrastructure
march 2006 by infovore
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