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"The puzzles [in Limbo] aren't brain-busters, and even though you die a lot, it always puts you right back where you started. It's just so capricious. It never bothers to set limits or rules for the world you're in. Its sole concern seems to be killing you for no apparent reason. Instead of asking you to apply what you learned from your previous deaths, the game keeps changing the rules so it can kill you again. It's as though it's making things up as it goes, like a rambling first draft that could use a good revision."
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Madden isn't very big over here at all; it's hard to underestimate its cultural standing in the US. This article goes a long way to both explaining that and looking at the history of a juggernaut franchise that once started out very small. I really liked it as a piece of journalism.
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"Two of these books finish with one particular poem, “Distance Piece”, which as his final printed words are tough to read through." Sadly, they are.
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"First, he says, think of the player as your worst enemy, and then create the most devious puzzle possible. But then from there, try to work with the player as your friend, so that you can give them the right clues. Start with tough stuff, then scale back." I am not really convinced by this – I find Limbo erring on the side of the cruel and unfair, and think that "thinking of the player as your worst enemy" is a pretty bad rule of thumb, no matter how you later ease off the pressure.
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"…what Civilization provides is a story with a beginning, middle, and end, which is three times more than what you probably started with. If you play the game in particularly interesting way, then you can be rewarded with a delightful, surprising experience that you can’t help but weave into a story, inventing characters and lovers and intrigues all round. This story might tug at you so insistently that you begin to jot down notes and timelines, writing diary entries and newspaper reports of battles. Eventually, you might join all those pieces up, rewrite them, throw it all away, and rewrite it again – and then you might call yourself a storyteller." And this is one of the kinds of storytelling that games are best at: collaborative tales weaved between ruleset and player, between man and machine.
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Wow. One to return to: a super-comprehensive look at Pac-Man, including its AI routines and collision detection.
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This looks like it could be great – very Karateka-esque take on duelling. Bonus points for a "throw sword" move and the slide; it's all just-Douglas-Fairbanks enough.
Wonderlab
03 August 2010
I was fortunate enough to have been invited to take part in Hide & Seek’s Wonderlab a few weeks ago: ten invited participants, three days, and a remit to explore and experiment in the world of games and play. It was fascinating, exhausting, and a great deal of fun.
Of course, it deserves a bit more explanation than that. I’ve written a much fuller exploration of what the event really was, and what I got out of it, over at the BERG website.
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"RACER is an analogue recreation of a coputer racing game in the style of the classic WipeOut. It consists of a modified vintage arcade machine, a RC model car with a wireless camera, an a self-constructed racetrack/game level made entirely from cardboard." Brilliant.
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"It fools the government into thinking Local Development Agencies (LDAs) attract young creative people in “the regions”, and it fails to support the local young talent who probably prefer hanging out with their laptop in a place with perfect coffee. After all that’s how the Royal Society was created… I’ve been up and down the UK and those innovation spaces have the worst coffee in the universe. Just saying."
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"In cinema and theater, we often hear about method acting, a technique by which actors try to create the situations, emotions, and thoughts of their characters in themselves in order to better portray them. In creating Cow Clicker, I rather felt that I was partaking of method design, embracing the spirit and values and ideals of the social game developer as I toed the lines between theory, satire, and earnestness." Bogost calls it Method Design; I've been describing it as "systemic satire" – the making of satirical mechanics.
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"The secret to winning this game is rolling "Rock." If you can continue to roll "Rock", you're going to win eventually, because Nothing Beats Rock."
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Brenda Brathwaite is awesome. This is brilliant. You should watch it. (This is also in tune with so many things I'm banging on about at the moment).
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Spy Part is sounding – and looking – increasingly good. Can't wait.
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"The story description is "Giving objects in a story world symbolic weight has often been done by hand, but rarely procedurally. Here's one method for doing so."." This is stunning.
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"The book assumes no prior knowledge of programming, but also doesn't treat I7 like a regular programming language: loops, for instance, are barely mentioned. In fact, Thinking in Inform 7 might have been a good title." This sounds great.
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Brilliant.
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Nice, if somewhat DVD-extra-y, video on the RDR soundtrack. The most interesting footage is of the recording sessions and the musicians. It's a shame we're still at layering everything at same tempo/key, when it comes to interactive scores; I miss iMuse. But otherwise: great stuff.
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"Videogames are systems, not themes, but dress a system in the right theme and you can catch the attention of someone who would not otherwise be interested. So it is for my father, who, in these awkwardly rendered moments, catches a glimpse of what I'd been seeing my entire childhood." Lovely, lovely piece of writing from Simon.
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Fanfic, if you like, about App Store products. Lovely.