• "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."
  • "…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.
  • Wow. One to return to: a super-comprehensive look at Pac-Man, including its AI routines and collision detection.
  • 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.

  • "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.
  • "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."