infovore + systems   32

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
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
Brand New: New Logo and Identity for Porto by White Studio
Charming branding from Porto - just a lovely use of a system, but also one with wit and charm aplenty.
design  logo  graphics  systems  branding  cities  portugal  porto 
november 2014 by infovore
Martin Hollis on Monopoly | Hard Consonant
"My challenge to you is as follows. Design a game which is appealing to play, which will go on to be a huge commercial success and yet illustrates through its systems the abject and total horror, the inhumanity, the alienation, the banality, the evil, and the hell-on-earth of a socio-political practise taken to extreme. The game must be named honestly. It must be easy to learn. It must be a game for all the family." As expected, this is great, but of course it is, because Martin is great. More to the point: it's shrewd and useful. (And: excellent nous from Cara to pick up this piece from someone who clearly could become a major games journalism talent. Please keep commissioning this "Martin Hollis")
boardgames  design  games  martinhollis  systems  capitalism  monopoly 
may 2013 by infovore
Civilization 5 - Brave New World: Are culture players finally getting the endgame they deserve? • Previews • PC •
"...the whole thing comes to a head with the Louvre, the only building in the game with four culture slots and a truly dazzling theming bonus if you can match the specific criteria. Offering massive boosts to your stats, the Louvre is essentially the headshot of the cultural world." The overhauls to the cultural victory in the forthcoming Civ V expansion sound great. Also: the way Christian writes about it is great.
games  systems  meaningfulmechanics  culture  civilisation  christiandonlan 
may 2013 by infovore
Game Balance Concepts | A continued experiment in game design and teaching
Ian Schreiber's ten week course notes. Lots to get stuck into here.
game  design  blog  course  balance  systems 
march 2013 by infovore
the educated gentleperson’s fighting game primer | insert credit
A really nice look at how to play fighting games, starting with the urtext - Super Turbo - and the ur-character - Ryu - and breaking apart the entire game as a reaction to Ryu's skillset. It's a variation on what I blather about when I blather about the design of fighting games, which I do a lot.
games  beatemups  patrickredding  superturbo  systems  design 
january 2013 by infovore
Prototyping without physics - Edge Magazine
"It should be pointed out, however, that physics is not the only systemic toy upon which fun games can be built. Probability fields, such as those forged by the colours, numbers and suits in a deck of cards, and the stochastic patterns that emerge from mixing those cards up, are another well-known toy upon which many great games are built. In fact, there is a literal infinity of foundational systemic toys upon which meaningful games can be built, yet for the most part, the game industry focuses on building baseline game engines that simulate one single toy that is proven to only be marginally fun: physical reality."
design  games  simulation  physics  toys  systems  clinthocking 
may 2012 by infovore
Kill Screen - No Ludo: The Illogical End
"Winning and losing are only defined in their relation to us. Their meaning doesn’t come from an abstract ideal that is buried in the rules of the game, but from our experiences in life, such as witnessing war; or watching Garry Kasparov’s erratic behavior during his matches with Deep Blue; or having once won the emotionally fractured heart of the blonde from class, only to have it crumble in my hands. A game like chess is meaningful because it comments on our wider view on culture—not because placing pieces in a certain position leads to an endgame." On the battle between the logic of systems and the illogic of meanings. Useful food for thought right now.
systems  games  killscreen  ludology  rules  mechanics 
december 2011 by infovore
Kill Screen - In Brief: Who Rules the Rules?
" If real human players are serving as the authority, the spirit of the rules is intact even if they are not followed literally. Rules are checked for reference when a debate comes up about a certain ability or tactic, but they are not a constant authority. There’s a certain flexibility present when the players have the final say on what is acceptable. They only bend the rules when it makes the game more fun." This is very good: textualism versus contextualism.
games  writing  rules  systems  context  killscreen  lbjeffries 
november 2011 by infovore
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
All Watched Over: On FOO, Cybernetics, and Big Data | Ideas For Dozens
"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
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
"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
"...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
"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
"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
"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 [ Conflict-free Competition ]
"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
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
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
"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
"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
"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
"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
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
"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
of this we are sure: Sketching an API architecture
"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)
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
Time to stop obsessing about the infrastructure
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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