§DESIGN
Sequelitis - ZELDA: A Link to the Past vs. Ocarina of Time
https://www.youtube.com/watch?v=XOC3vixnj_0
§
Extra Credits - The Fighting Game Problem - How to Teach Complicated Mechanics
https://www.youtube.com/watch?v=n_xG1Yg_QoM
§
Design Club - Super Mario Bros: Level 1-1 - Game Analysis
https://www.youtube.com/watch?v=ZH2wGpEZVgE
§
Design Club - Portal: Test Chambers - Tutorial Mechanics
https://www.youtube.com/watch?v=Q_AsF3Rfw8w
§
Design Club - Mark of the Ninja - Stealth Games and Visual Cues
https://www.youtube.com/watch?v=6vJNqseX-rs
§
Extra Credits - Choices vs Consequences - What Player Decisions Mean in Games https://www.youtube.com/watch?v=7iklM_djBeY
§
Let's Talk About Boring Upgrade Systems
https://www.youtube.com/watch?v=TR-EuyU2hb8
§
Errant Signal - Civilization
https://www.youtube.com/watch?v=xBlEscMLjy0
§MISC VIDEOS
Can We Ever Stop Toxic, Racist, & Abusive Gamers?? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=6yvISdKG7Ng
§
Why Do People Do Sick and Twisted Things in DayZ? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=c3B2s-wswcM
§
Extra Credits - The Waiting Game - Why Weird Games Become Cult Hits
https://www.youtube.com/watch?v=ptk93AyICH0
§
Why is SEX So Terrible in Videogames? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=vASCpg8TetY
§MISC ARTICLES
Zelda: Sales Numbers in Context
http://www.zeldainformer.com/articles/zelda-sales-numbers-in-context#.U7qOVbGA91S
§
If “Rugby is a beastly game played by gentlemen and soccer is a gentleman's game played by beasts,” as the age-old sports quote playfully asserts, then Call of Duty is an adult game played by children and Super Smash Bros. is a children’s game played by adults.
http://killscreendaily.com/articles/melee-masterpiece-melee-demon/
§
Lovecraft’s protagonists are always men of learning, the brightest sparks of all that we have built; their understanding makes their fall so much the greater.
The terms used to illustrate this dark realization are many. The scholar Timothy Evans (in his essay “A Last Defense Against the Dark: Folklore, Horror, and the Uses of Tradition in the Works of H. P. Lovecraft”) describes the structure with reference to the tropes of a detective story, in that the Lovecraftian narrative “leads not to a solution (like a detective story), but to a realization of the illusory nature of truth and the unknowability of the cosmos.”
/.../
In this vein, Amnesia: The Dark Descent is an almost textbook Lovecraftian horror. The creeping darkness that hounds the cultured protagonist – remember, he is an archeologist – is a profoundly alien and horrifying presence.
/.../
But Amnesia: A Machine for Pigs is a very different beast.
/.../
What A Machine for Pigs presents us with is moral cosmic horror – that the universe, despite the walls and roof of laws and morals and the illusion of progress, is a ravenous and bloody place; that the world’s turning is predicated on suffering; that time and time again, despite whatever moral window-dressing we put up to improve the decor, we cannot bleach away fresh bloodstains.
http://gamesarenotart.wordpress.com/2014/07/03/a-machine-for-pigs-and-cosmic-horror/
§
A secret box is a game which is built around some form of content and challenge is trivial or absent. The emphasis is on conveying moments or ideas to the player rather than testing the player's abilities.
/.../
So screw your “walking simulators”. I've got a mountain of secret boxes over here that I'm anxious to explore.
http://www.electrondance.com/screw-your-walking-simulators
§
Hollywood needs a love story. It’s hard to imagine a film like Her without one. But love stories assume not only that direct, sensual connections between beings is possible, but that such relations are our ultimate goal. Mountain imagines Her as if the film been titled It instead. It offers a subtler version of what a life attached to unfamiliar things might feel like. Not comfort or intimacy, but estrangement and confusion, mixed with curiosity and wonder. But most of all, while Her depicts a future on an alternate timeline we must struggle to believe, Mountain reminds us that we need not wait to commune with things. They’re everywhere, overwhelming us, sticking to us, piling up around us. And they are here not to save you, nor to destroy you. They are just here. What if that were enough?
http://bogost.com/writing/mountain/
Showing posts with label racism. Show all posts
Showing posts with label racism. Show all posts
Sunday, July 27, 2014
27/7
Labels:
amnesia,
civilization,
dayZ,
fighting games,
Horror,
portal,
racism,
secret box,
sex,
stealth,
super mario,
super smash,
upgrade systems,
walking simulator,
Zelda
Friday, April 11, 2014
11/4
§TEXTS
We’ve bought into the idea that storytelling is about a journey to an endpoint, an authored destination. The real destination is the creation of meaning, whether that be the reader’s interpretation or reconstructing the author’s intent.
/.../
Hypertext tales are often sold as games of choices, of agency, of your version of the narrative – when it would be better to embrace what they are good at, which is telling a different kind of fiction: one which is host to multiple narratives, narrative superposition for want of a better term, from which meaning can be derived.
http://www.electrondance.com/stop-crying-about-choice/
§
"I HATE how people who aren't straight white cisgender men are treated in the game industry. I HATE that so many women can't come to a professional event without getting hit on by some creepy dude… and I HATE that it never, ever happens to me. I mean, who even thinks this? Shouldn't I feel happy that I'm not getting hit on?! No, I feel like SHIT. I start to wonder, what's wrong with me? I clearly don't look manly or bearded or stubbly enough, so I don't get to be treated like a real human, but I'm also not hot enough for any of their creepy attention. I'm like invisible or something."
/.../
"I didn't last in the industry very long, as you can probably imagine," Deirdra Kiai continues after a long pause. "I was pushed over to the margins, where I quietly worked alone on my own projects, desperately struggling to find my voice."
"They could exclude me all they wanted, but they couldn't stop me from making games."
/.../
"I've been able to do these things, but only IN SPITE of the industry's social pressure not to. Imagine what I could have done if I'd been encouraged instead of IGNORED. Imagine how many other brilliant, talented people could be making weird, wonderful games along WITH ME."
http://tmi.kotaku.com/making-games-is-easy-belonging-is-hard-1551649858
§
...if the factors that lead to replay do not exist solely “in the games themselves” that does not mean they aren’t worth talking about – indeed, as Fernández-Vara’s insights show, the middle-ground between game and player is fundamental to a “game-type experience” as such. This paper admits both to the elusive and idiosyncratic nature of replay value, while attempting a tentative outline for a mode in which replay value may be described and analyzed.
http://www.firstpersonscholar.com/the-games-people-replay/
§VIDEOS
Top 5 Reasons Game Reviews Don't Matter | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=JzkVlQ3nlVM
§
Game Theory: Are Gamers Killing Video Games?
https://www.youtube.com/watch?v=Cxhs-GLE29Q
§
Is VR the future of Gaming? A look at nearly every VR device shown at GDC.
https://www.youtube.com/watch?v=Y2myY_pQEMk
§
Net Neutrality - What a Closed Internet Means for Games - Extra Credits
https://www.youtube.com/watch?v=wQtiIazfoQM
§DATA
A new study out of Ohio State University is suggesting that playing aggressive, Black characters in video games might make people who already have a tendency towards racism more racist.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4882
§
Some data available from games with moral decision systems show that gamers are generally unwilling to play as evil characters. In a study, over 1000 gamers were surveyed to see how the average player interacts with a game system that allows the player to choose a "good" or "evil" path through a game story. The finding was that the average gamer prefers to be good or heroic in such games. Gamers are most interested in exploring a character whose moral choices closely match to their own. However, those players that experience a game for the second time are then more likely to choose evil. The article includes an exploration of which actions gamers felt particularly evil, and what kind of choices turn out to be more difficult for them.
http://gamescriticism.org/articles/lange-1-1/
We’ve bought into the idea that storytelling is about a journey to an endpoint, an authored destination. The real destination is the creation of meaning, whether that be the reader’s interpretation or reconstructing the author’s intent.
/.../
Hypertext tales are often sold as games of choices, of agency, of your version of the narrative – when it would be better to embrace what they are good at, which is telling a different kind of fiction: one which is host to multiple narratives, narrative superposition for want of a better term, from which meaning can be derived.
http://www.electrondance.com/stop-crying-about-choice/
§
"I HATE how people who aren't straight white cisgender men are treated in the game industry. I HATE that so many women can't come to a professional event without getting hit on by some creepy dude… and I HATE that it never, ever happens to me. I mean, who even thinks this? Shouldn't I feel happy that I'm not getting hit on?! No, I feel like SHIT. I start to wonder, what's wrong with me? I clearly don't look manly or bearded or stubbly enough, so I don't get to be treated like a real human, but I'm also not hot enough for any of their creepy attention. I'm like invisible or something."
/.../
"I didn't last in the industry very long, as you can probably imagine," Deirdra Kiai continues after a long pause. "I was pushed over to the margins, where I quietly worked alone on my own projects, desperately struggling to find my voice."
"They could exclude me all they wanted, but they couldn't stop me from making games."
/.../
"I've been able to do these things, but only IN SPITE of the industry's social pressure not to. Imagine what I could have done if I'd been encouraged instead of IGNORED. Imagine how many other brilliant, talented people could be making weird, wonderful games along WITH ME."
http://tmi.kotaku.com/making-games-is-easy-belonging-is-hard-1551649858
§
...if the factors that lead to replay do not exist solely “in the games themselves” that does not mean they aren’t worth talking about – indeed, as Fernández-Vara’s insights show, the middle-ground between game and player is fundamental to a “game-type experience” as such. This paper admits both to the elusive and idiosyncratic nature of replay value, while attempting a tentative outline for a mode in which replay value may be described and analyzed.
http://www.firstpersonscholar.com/the-games-people-replay/
§VIDEOS
Top 5 Reasons Game Reviews Don't Matter | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=JzkVlQ3nlVM
§
Game Theory: Are Gamers Killing Video Games?
https://www.youtube.com/watch?v=Cxhs-GLE29Q
§
Is VR the future of Gaming? A look at nearly every VR device shown at GDC.
https://www.youtube.com/watch?v=Y2myY_pQEMk
§
Net Neutrality - What a Closed Internet Means for Games - Extra Credits
https://www.youtube.com/watch?v=wQtiIazfoQM
§DATA
A new study out of Ohio State University is suggesting that playing aggressive, Black characters in video games might make people who already have a tendency towards racism more racist.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4882
§
Some data available from games with moral decision systems show that gamers are generally unwilling to play as evil characters. In a study, over 1000 gamers were surveyed to see how the average player interacts with a game system that allows the player to choose a "good" or "evil" path through a game story. The finding was that the average gamer prefers to be good or heroic in such games. Gamers are most interested in exploring a character whose moral choices closely match to their own. However, those players that experience a game for the second time are then more likely to choose evil. The article includes an exploration of which actions gamers felt particularly evil, and what kind of choices turn out to be more difficult for them.
http://gamescriticism.org/articles/lange-1-1/
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