-
"This is a cross between Minesweeper and an RPG. You gain levels by killing weak monsters and win when you defeat them all. It's a bit different than Minesweeper in that the number you reveal when you click on a square is the total of the levels of the monsters in adjacent squares." Uh-oh.
-
"His earliest revelation about how the TV medium worked—one that heavily influences Community—came courtesy of a Cheers board game he spotted at a toy store. He realized that the characters were so relatable and their dynamics so clearly defined that anyone could step into their lives—even in a board game." Brilliant interview with Dan Harmon – but this paragraph really leapt out at me.
-
An unexpected place for a Le Guin interview, but it's great nontheless.
-
"The One Page Dungeon Contest is level design contest for creating a scripted RPG adventure that fits on one 8.5×11 page. All information, the map, story, encounters and more have to fit in one page. Sort of writing a haiku, short and sweet.
The dungeons are RPG-system neutral and vary greatly in style. Several are classic hack-and-slash dungeon-crawls, while others involve mysteries, horror, solitaire play and lots more." Sounds great.
-
"One succeeds because it leverages the player's motivated, explorative, self-driven experience; the other fails because it relies on a hackneyed, disjointed "epic" plotting (told in 3 separate plot-lines via cutscenes) with incongruous settings and 2-dimensional characters. One succeeds because its formal systems directly feed the player's connection to the world and characters; the other fails because its formal systems bear no discernible relationship to the stories the game wants to tell." This is strong stuff from Michael; I am increasingly fed up of the focus on (poorly-told) stories in games.
-
"Know that there are no "accidents" in this game design. Everything you notice about the game, and every subtle interaction that you experience, is intentionally packed with meaning." (Gravitation, still, being my favourite of Rohrer's games, I think).
-
"Crucially, Goodrich entreats the public to note the following: "this change should not directly affect gamers, as it does not fundamentally alter the gameplay." This one statement should cause considerable distress, as it suggests a troubling conclusion about Medal of Honor as a work of public speech.<br />
<br />
To wit: it suggests that the Taliban never had any meaningful representation in the game anyway. If a historically, culturally, and geographically specific enemy can simply be recast in the generic cloth of "opposition," then why was it was called "Taliban" in the first place?<br />
<br />
And if the Afghan war in which the new Medal of Honor is set was one explicitly meant to drive the Taliban from their strongholds in Afghanistan, why should it matter that the game is set in that nation in the present day at all? In short, how was this Medal of Honor title meant to be a game about this war in particular?" This is a marvellous, critical piece of writing from Bogost. -
Nice post on Awk basics – most of which I knew, but the examples are still great, especially those involving variables. The links out to the Hacker News and Reddit threads are also full of good stuff.
-
Jamie Fristrom on collaborative-storytelling-RPGs. Lots of good links and thoughts here – especially the line about White Wolf's "disenfranchising" of the player by calling the GM (of all people) a "storyteller".
-
"A Bitter Aftertaste is a jeepform roleplaying game for four players that premiered at Ropecon, the Finnish national roleplaying games convention, in 2007. It is about two lovers who have just had the best sex of their lives, sitting on a balcony overlooking their city, and talking." Two players are the physical characters; the other two are their internal monologues and thoughts. Sounds wonderful – a combination of roleplaying and improv. An RPG designed for an audience.
-
Really interesting interview on game localisation and translation, with lots of examples; from Euldamos, an academic journal on games.
-
"Ikaruga doesn’t treat you mean because it wants to see you fail. Ikaruga treats you mean because it wants winning to feel wonderful. But the more I became addicted to that mechanic, the more uneasy I started to feel. Volunteering to be beaten and humiliated on the promise of eventual pleasure? Isn’t there a word for that?" I can't get on with Ikaruga – too much of a memory test, too much punishment, not enough pleasure – but I can totally understand these sentiments. Lovely writing.
-
The Wire has started airing on German TV, in a dubbed version; fascinating interview on how to translate it whilst keep the flavour of the original show.
-
How come I have not seen this before?
-
Preserved at least in the screengrab of this post: today is the 15th anniversary of the release of Doom, and Offworld have reskinned accordingly. Fun.
-
"The outcome of this rampant illegal software copying is that Windows is seen as "the first world standard" and any attempt to push a cheaper alternative is strongly resisted. They consider it trying to cheat local people out of getting the same quality of software that is used in the developed world, even though it's a legal way of getting quality software for free." Not what you'd expect, but totally understandable: as said before, there is a middle class everywhere, and it has the same aspirations everywhere.
-
…and here's a tiny bit that got cut from the final interviewer, from Tom Chick's own site. Spielberg talks in more detail about balancing storytelling and gameplay, and expands a bit on the cutscene problem.
-
Tom Chick interviews Spielberg on games for Yahoo!. Spielberg is consumate and smart, as you'd expect, but also well-grounded; he really does _play games_. "Yes, I've played Half-Life, of course" – the "of course" is the important bit.
-
“Sackboy will be tremendously popular and this is the perfect time of year to knit the little chap. Knitting and customizing him means that he will be utterly unique and a very cool accessory. We’re very lucky to have him in the magazine and we hope that he’ll help to increase the already sizable crossover between the great communities of gamers and knitters, online or not.” Frankly smashing. I wonder if Mum's looking for a Christmas knitting project?
-
"In short, [MSG] defies many of the characteristics we normally ascribe to a tabletop RPG — in the context of a very cynical, and very cool, cyberpunky future where even the minimal constraints on corporate action that currently apply are removed, and any residual ethical norms for businessmen are considered the domain of chumps. Excellent, in a word." Ordered, based upon Greg's writeup and also the fantastic downloadable version of the ruleset. Now, to find some players.
-
Lots of (large) images; detailed, wonderful. A post to go back to and pore over
-
"I must admit that I would have loved to get this richness of backstory into the actual game itself, but the longer pipeline of game asset development and integration made that impossible." Clint Hocking explaining the background behind the fictional blog for Far Cry 2.
-
The blog of Reuben Oluwagembi, the fictional journalist you meet in Far Cry 2.
-
"A few weeks ago we released our shapefiles via the API, and while most people were excited, some folks were a bit confused about what it all meant. Which is why Tom Taylor’s beautiful Boundaries application is so exciting. It helps you visualize the Flickr community’s twisty changing complex understanding of place." Tom is on code.flickr.com! Hurrah!
-
"Renaissance ‘lace books’ have much to offer the modern digital designer, who also faces the challenge of portraying clear and replicable images in a constrained environment." A brief history of pixelfonts.
-
"Obama's FCC transition co-chair is a WoW player, and has played in two different endgame guilds, including Joi Ito's famous We Know guild." This is exactly the kind of thing I was banging on about at Gamecity. Presentation online soon!
-
"We're still going through the stats, but at the time of writing there were almost 170,000 messages on the Strictly [Come Dancing] board." Holy hell. Poor moderators. (And: for such an uninteresting story, as well!)
-
"If the Barack Obama presidency fails to unite us as a country, I'm going to hold out for a fast-zombie apocalypse." Iroquois on co-op, and the way Left 4 Dead sees online co-op – and the bad behaviour of players online – as design problems to solve, rather than to ignore.
-
"Who designs a character for gamers to never go near? Who spends the time to create the most terrifying creature imaginable, and doesn’t impose it on players? Well, clearly Valve. The temptation to have her be aggravated from great distances, to force her to attack when encountered, must have been there. But then she’d have lost her power. Her power comes from just sitting there. It’s that benign, ragged, vulnerable form. It’s the combination of singing and crying. Oh God, the singing *and* crying." John Walker examines the horror of Left 4 Dead's Witch. A little over-written perhaps, but he totally nails the fear the character instills, and the way you always notice her a split-second too late.
-
Mitch just isn't inspired by user-generated content, no matter how charming a core game might be. The comments thread on this one is really good.
-
"The next generation on from them – e.g. Jonathan Smith, Doug Church and of course Greg Costikyan (from whose classic essay on developing such a critical language the title of this post is lifted) are always eloquent, passionate and insightful speakers and spokespeople for their medium. Unlike Molyneux." Not too annoyed I missed this, given Matt's comments.
-
"…the players are there for their character, not for your story. Your story is just the path for their characters, the medium through which they can play their persona. Once the GM realizes this, they should then realize that respecting the player and the character is paramount to their story. And it’s a surprisingly easy skill to master, because it really is as simple as recognizing what the players and characters want, what they came to do and then give it to them."
-
"Far Cry 2 is about you and death. Of course every single person you meet wants to kill you. Of course you spend about as much time fighting the environment as other persons. Of course you are clinging to the barest scrap of health and well-being; Even the malaria is trying to kill you."
-
"I spent 10 weeks last Summer as an intern on the strategy team of Transport for London's (TfL) London Rail division…. My general task was to help London Rail start to make use of the oceans of data spewing out of the Oyster smartcard ticketing system, but I spent the bulk of my time working on a project that came to be titled Oyster-Based Performance Metrics for the London Overground. I've posted my final report and slides and outline for the presentation I gave to TfL executive management." Some interesting data and information here.
-
BioWare now have a blog. It looks like it's going to be full of good stuff about games and, especially, writing for them. Can't wait.
-
"The international conference “Thinking After Dark: Welcome to the World of Horror Video Games” unites scholars who all study a corpus that has been left out up to now: horror video games. Considering the relatively slow progress of generic studies among the recent surge of academic interest towards video games, this event represents a major first step."
-
Science doctoral candidates attempt to communicate their thesis subjects through the medium of dance. The winners get time with a professional choreographer to make the whole thing better, and to see it performed by professional dancers at the end. Crazy, wonderful.
-
Welcome to GPSTagr. Our service allows you to geotag your flickr photos using a track file from a GPS device in 3 easy steps.
-
"We’ve just finished a project for Yahoo called purple pedals (a.k.a. the yBike). In a nutshell, it’s a bike that takes pictures and uploads them to flickr in real time."
-
"This year, I have no apologies about any of my top five. Here’s my list of the cream of the crop…" Emily Short on this year's IF competition entrants.
-
"This project installs menu items into the Adobe Lightroom interface that allows photos to be tagged with geographic information through the Lightroom interface."
-
"# Find links to audio files on the Web. # Huffduff the links—add them to your podcast. # Subscribe to podcasts of other found sounds." It's like delicious for audio, but it spits out a podcast. Some really lovely work from Jeremy.
-
Adam's a smart guy and all, but god, most of this just really rubs me the wrong way. He's correct about business (or rather, he's correct about many of the things I hate about Web Entrepreneurship at the moment); I don't really think his views on product design ring true, though.
-
"Bandai will soon be releasing two new hybrid pedometer games to keep you entertained while racking up the miles as you go about your life. … [The] idea is to set personal goals of exercise and achieve them in a fun way."
-
Jordan Mechner is serialising – and backdating – his journals from making the original Prince Of Persia. This post is a corker, if only for one of the early videos of Mechner's brother running and jumping. If you've played the original game, you'll understand what I mean the second you see the video.
-
"In this chapter I'll try to shed some light on the creative and technical decision-making processes that went into crafting the story and narrative elements of Prince of Persia: The Sands of Time (POP for short). The team's approach was practical, not literary; our challenge was to find the right story for a mass-market action video game." Jordan Mechner on writing Sands of Time; well-crafted, and very pragmatic.
-
"The Unfinished Swan is a first-person painting game set in an entirely white world. Players can splatter paint to help them find their way through an unusual garden." Beautiful.