-
"I am not naive and I am not a fool. I realize that gamification is the easy answer for deploying a perversion of games as a mod marketing miracle. I realize that using games earnestly would mean changing the very operation of most businesses. For those whose goal is to clock out at 5pm having matched the strategy and performance of your competitors, I understand that mediocrity's lips are seductive because they are willing. For the rest, those of you who would consider that games can offer something different and greater than an affirmation of existing corporate practices, the business world has another name for you: they call you "leaders."" Ian's whole article is great, and the comment thread is eye-opening.
-
"Something terrible has happened in our city (and may yet continue to happen). It's damnable, deplorable, heartbreaking. But it is also extraordinary, unusual, bizarre. Slamming the door on it without studying and understanding it is a dangerous and short-term tactic. Allowing yourself to feel nothing but anger, and doing nothing but lashing out … isn't that a little mindless? It would be nice, and useful, if we could ask London "why" without already having an answer in mind." Excellent, sober, cautious writing from Will Wiles.
-
"In this volume, people of diverse backgrounds — tabletop game designers, digital game designers, and game studies academics — talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles."
-
Lovely little round-up of games about architecture and the urban environment from Kars.
-
"In Space Alert you and your friends make up the intrepid (doomed) crew of a Sitting Duck class exploration vessel. The way these ships work is that they’ll jump into a comedically hostile sector of space, spend 10 minutes scanning their surroundings, and then automatically jump you back out again. A game of Space Alert only ever lasts 10 real-life minutes, and during that time it’s the job of the players to listen to the ship’s hateful computer (a CD which comes bundled with the game) as it reels off what threats are approaching and from where, and then prevent these threats from destroying you in an orderly and professional manner. Surviving isn’t necessarily that hard, but the professionalism part? Impossible." Space Alert is brilliant. Even if most of our missions involved us falling over a lot, because we forgot about the screensaver. Quintin summarises it nicely.
-
So, I began nodding my head a tad, but then halfway through it became clear that this is born out of a somewhat large chip on a shoulder, and that chip is primarily about "social games" (as they are commonly described), and that really, I don't agree with much of this. The "you" in question is quite narrow, and cheap shots like the notion that the title 'games consultant' has "an inherent tragic quality" don't help. Experienced, outside eyes often make things better. Does that mean there's going to be a cavalcade of barely-qualified games consultants in the impending gameificationpocalypse? Of course. Does that mean McCrae's point is true? Not really. Obvious disclaimer: I know several games consultants. They are all very good at what they do. They also bear no resemblance to what McCrae describes.
-
Lovely trailer from BBC America for Law & Order UK. Sadly, it illustrates roughly what the British trying to make American-style procedural drama looks like. Lots of slamming things down. And tea. (Although: they don't know what "knackers" means, clearly.)
-
"The iPad is an intensely personal device. In its design intent it is, truly, much more like a "big iPhone" than a "small laptop". The iPad isn't something you pass around. It's not really designed to be a "resource" that many people take advantage of. It's designed to be owned, configured to your taste, invested in and curated." On the assumptions built into devices, and what understanding them requires.
-
"Ships will subscribe to the service through a third party, and receive the latest copy of the book when they dock at port. They tear out each page, and apply the relevant changes to their paper maps with a pencil and transfer paper. They’re paper map diffs, if you like." Awesome. And, as Tom said, it's a beautiful book.
-
"Here at the Cow Clicker ranch, we've learned an important lesson about cow clicking: people don't just want one chance to click a cow every six hours. They want as many opportunities as possible to click a cow every six hours." And then Ian launches the API. And Connect. And everything else. And wins again.
-
"Gamification is the wrong word for the right idea. The word for what’s happening at the moment is pointsification. There are things that should be pointsified. There are things that should be gamified. There are things that should be both. There are many, many things that should be neither. It’s important that we make the distinction between the two undertakings because, amidst all this confusion, we’re losing sight of the question of what would happen if we really did apply the deeper powers of game design to more everyday things – if we really did gamify them – and that question is a fascinating, exciting and troubling one. I really hope we get a chance to explore it properly." Margaret, on good form, as ever.