Now with fewer complete sentences! (Sorry about that.) If anyone asks, I was distracted by
Sims 3; please ignore the paintball welts covering my torso.
James Hoffman (Gamasutra Expert blogs) on the design potential of
wealth and abundance/scarcity in games (in terms of currency and other values)
Dan Ephron at Newsweek covers the
controversy concerning
6 Days. (via
Game Culture)
G Christopher Williams (PopMatters) on
visual provocation, desire, reward and collection in games
Martyn Zachary (The Slow Down!) on
Downfall, an adventure horror title worth checking out
Nick LaLone (Before Game Design) on
freedom of choice and the constrictive nature of narrative-based design
My take: Nick seem to be looking at applying the guiding principles in Bogost and Montfort's Platform Studies theory to the basic mental models of programmers, such as the IF/ELSE paradigm and the prescriptive end-states of narrative-based games. This distinction is made wonderfully clear when he looks at
Carcassonne, a game in which very little is settled after each player's turn, and much is left unjudged until the
mechanics dictate that the game has ended (when there are no more tiles to play).
Trent Pollack (GameDev.net) takes a close look at
what achievements can do.
Gamasutra expert blogger Kim Pallister thinks that social-network interoperation was the
most important thing at E3.
Duncan Fyfe (Hit Self-Destruct) narrates how difficulty spikes
jar him out of
Call of Duty 4's narrative.
Simon Ferrari (Chungking Espresso) on serious
mechanima Desert of the Real.
Kieron Gillen (Rock, Paper, Shotgun) continues his examination of classic board games with
draughts (checkers),
Chinese checkers and
Ludo (a simplification of
Pachisi even simpler than Parcheesi).
Krystian Majewski (Game Design Scrapbook) proposes evaluating AI with the scale for evaluating
coma levels.
Stephan Chin (Gamasutra blogs) on the
role-playing aspects of
L4D
Jim Rossignol (Offworld) thinks Microsoft's
Milo and
Natal are the next step in character interaction and AI in games.
L.B. Jeffries (PopMatters) re-examines the relationship between
hardcore gamers and hipsters.
Jorge Albor (Experience Points) on the
politics in and of
Far Cry 2
Alan Jack sees the
appreciation and understanding of fine art as being fundamentally similar to games.
Manveer Heir (Design Rampage) presented on
designing ethical dilemmas at last week's Games+Learning+Society Conference in Madison, Wisconsin. You may recognize that this is a subject that comes up often. I think Manveer does a good job of hitting a number of important (if not novel) points. The problem at this stage of aspirational conversation, however, tends to be that the game-buying and -reviewing public doesn't take kindly to ideas that mess with the ability to save your game. It's not as bas as suggesting permadeath as standard in an MMO, but it's down that same road. Clint Hocking (Click Nothing)
disagrees with some of Manveer's points on permanence of decisions, as Manveer seems to be playing against the medium by moving away from standard mechanics and towards more prescriptivist narratives.
Daniel Purvis (Graffiti Gamer)
responds to recent criticism of
inFamous.
Troy Goodfellow (Flash of Steel) completed his series
examining maps in games. Troy has done a nice bit of work concentrating on the various ways maps convey meaning and influence gameplay. I fully endorse reading the entire series.
Scott Juster (Experience Points) continues his look at
"difficult" games in light of Kushner's "Art of the Difficult," comparing how much moral and intellectual work various games require of the player.
The Escapist covers the interplay of
games and religion. (I've only skimmed, but I'm very interested in the topic.)
Raph Koster writes about the difficulty of making
better avatars as a response to "Mr. Seb" Sebastian's
post on the subject.
Mike Leader (Gamasutra) on
revamping "classic" titles for downloadable re-release
Richard Terrall (Critical Gaming's KirbyKid) on
choice and perspective in
Pikmin
Tom Cross (Diamond in the Rough at GameSetWatch) on
emergent and prescribed narrative in games
Justin Keverne (Groping the Elephant) on
stealth play
Michael Abbott (Brainy Gamer) surveys
pedagogical techniques in recent games, seeing the first 15 minutes of play as crucial to introducing, explaining and hooking new players.
Chris Remo (Procedural Dialogue) thinks that using Dante's
Inferno as explicit source material for EA Redwood's new game
hurts the public view of games in general.
Gabriel Lievano (Gamasutra expert blogger) on
humanizing AI by adding imperfections
Jenn Frank (Infinite Lives) reports that Girlfriend! Magazine is teaching readers to
judge their boyfriends based on their game preferences. Frankly, I think most gamers do something similar to each other already. It's similar to walking into a colleague's office or home and judging the contents of the bookshelf.
Borut Pfeifer (Plush Apocalypse) conceptualizes more nuanced ways of
handling race in games. This isn't necessarily new (Borut notes that this was a fairly well-covered ground in Star Trek), but it's at least better than the blunt and potentially offensive
Elder Scrolls treatment of "Redguard" and "Nord" ethnicities, or even the standard pro/con aspects of each race or nationality (be it orc, Silicoid or Russian) in many other games.
Nels Anderson (Gamasutra Expert Blogs and his own
Above 49) describes
Fallout 3's use of radio reporting as a procedurally-generated
modernization of the epic bard (or, in Scandinavian terms, "skald"), recounting the deeds of the hero.
Eric Caoili (GameSetWatch)
reports that the Laguna Art Museum in Laguna Beach, California is now hosting an exhibit of
WoW's official art as well as fan art and art otherwise inspired by
WoW. (Closing October 4, 2009)
Experience Points podcast on Chris Remo's (Gamasutra)
earlier worry that
videogames are overdrawing from the "epic" well
Daniel Johnson (Lingua Franca on GameSetWatch) on the
Australian tradition of "larrikinism" as conveyed in
Syphon Filter: Logan's Shadow
Matt Barton and Bill Loguidice (Gamasutra)
recount the history of Spacewar!.
Sims 3
Games design student Robin Burkinshaw is studying homelessness in
Sims 3 at his blog
Alice and Kev. Everybody's talking about it, including
Tom Chick (Fidgit, but also on Three Moves Ahead). Craked's "seanbaby" somewhat similarly explores the
depths of human depravity available in
Sims 3.
Chuck Jordan (Spectre Collie) looks at
Sims 3's strategic elements as well as the
reshaping of possibilities for emergent play (narrowed in some aspects, broadened in others). The Three Moves Ahead podcast asks,
"Is Sims 3 a strategy game?"
Dan Bruno (Cruise Elroy) looks at
Sims 3's attempts to
abstract everyday life to the point where the fun parts emerge and everyday banality recedes.
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