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  • MMO Family: First Impressions of World of Trinketz

    by 
    Karen Bryan
    Karen Bryan
    05.15.2013

    I have to begin this week's column with a disclaimer: I am not a fan of Facebook, and I'm even less a fan of Facebook games. The only one I found enjoyable was Ian Bogost's Cow Clicker because it was a giant middle finger to the bottom-feeding practices so commonly found in Facebook Villes. But when I got a Google alert in my inbox about the world's first family-friendly 3-D MMO for Facebook, I had to head back to the blue-and-white wasteland of Facebook and see it firsthand. Could it be that the era of isometric views and mindless clicking is finally over? Have we finally moved on from agriculturally themed games? I decided to check out World of Trinketz to seek some answers.

  • GDC Online 2012: Raph Koster's keynote on a Theory of Fun, 10 years later

    by 
    Karen Bryan
    Karen Bryan
    10.10.2012

    Ten years ago at GDC, Raph Koster gave a talk called A Theory of Fun. The presentation turned into a book, and after a series of printings and reprintings, that book has arguably become the best-selling game design book of all time. At GDC Online this week, Koster revisited his Theory of Fun to look at what still applies and what's changed. Read on for highlights from this GDC keynote address.

  • Social game devs rail against divisiveness, armchair designers, and s*** crayons

    by 
    JC Fletcher
    JC Fletcher
    03.05.2011

    As a response to frequent use of social games as punching bags by the rest of the industry, a group of Facebook, mobile, and otherwise social game-identified creators took part in a series of short "rants" during GDC. During this event, a social game was happening in real time: coins were handed out, and attendees were encouraged to collect coins from each other, with the person who was able to get the most invited up for a mini-rant. The winner's rant turned out to be about the positive mental and developmental effects of games. Longtime game designer and Loot Drop founder Brenda Brathwaite opened with an impassioned refutation of the division of social gamers from other gamers. People told her she was "ruining games" back when she was working on Wizardry, for making an RPG that could be played alone, implying that this attitude was as harmful as the dismissal of social games now. "We stood together," she said, when games like Mortal Kombat came under attack from government and other groups, and when "hot coffee" came to be known not as a "steaming hot beverage but a steaming pile of shit". She urged that game fans stand together now "because we love games." A transcript of Brathwaite's rant has since been posted on her blog.

  • Swine Flu worries? Ian Bogost's Killer Flu will make you feel better

    by 
    Ben Gilbert
    Ben Gilbert
    05.04.2009

    A few months back, Ian Bogost and his studio, Persuasive Games, were tasked with creating a game for the UK Clinical Virology Network to teach folks about seasonal and pandemic flus. Named Killer Flu, the game operates on a hexagonal board and, while learning about how to infect a populace by playing as the flu itself, the player is tasked with infecting various community members and sending them into buildings to infect their comrades.His timeliness is incredible, considering only a few months have passed and we've nearly got a pandemic on our hands with the Swine Flu. Okay, okay, we're exaggerating a bit. If anything, Bogost's game schools our panic-inclined brains to the relative difficulty a virus faces in becoming an actual threat. "The truth is, pandemic flus are rare and unusual strains that are far harder to spread than popular discourse might make it seem," Bogost says in a post about the game on Gamasutra. So hard, in fact, that we lost repeatedly in our attempts to infect a decent chunk of the virtual population. Do yourself a favor: check out Killer Flu and assuage your worries about the upcoming apocalypse. Besides, we all know it's going to be zombies that do us in. Come on now![Via GamePolitics]

  • Students create CRT emulator, hope to recapture that analog gaming vibe of yesteryear

    by 
    Ross Miller
    Ross Miller
    05.04.2009

    The retro gaming insurgence seems as strong as vinyl these days, but you don't see as many people looking for a CRT monitor to complete the set. More likely, they're playing a HD remake or the original title on a digital screen in more detail than the developers ever anticipated or intended. A group of Georgia Tech students are looking to change all that by modifying open-source Atari 2600 VCS emulator Stella to give players that good ole fashion analog vibe. As highlighted by associate professor Ian Bogost, key attributes such as color bleed, "burned" afterimage, RF-engendered signal noise, and texture created by the phosphor glow have been imitated here in recreating the effect. Hit up the gallery below for pictorial examples while we wait anxiously for video and / or the mod itself to rear its blurry head.

  • How to make Atari games look better by making them look worse

    by 
    JC Fletcher
    JC Fletcher
    04.24.2009

    You might find it comical that someone's concerned with the graphical presentation of emulated Atari games -- after all, they're pretty much beyond help, right? It might be even more amusing to think that emulation (and modern TV technology) makes Atari games look too good. But it's true! Atari VCS games running in Stella or other emulators don't look like they look on a CRT, and artificial scanlines alone don't make for an authentic presentation.Ian Bogost presented the challenge to a team of Georgia Tech computer science students, who then modified Stella to simulate the characteristics of a CRT -- texture, afterimage, color bleed, and noise. The results can be seen above, compared with the pixel-perfect original. Enduro really demonstrates the advantages of an authentic display: when the colors blend properly, the sunset actually kind of looks impressive. These features will be added to the public releases of Stella soon. Maybe they can be integrated into the next-generation Atari Flashback console -- if another one ever happens.[Via Kotaku]

  • NY Times now publishing Persuasive's newsgames

    by 
    Ross Miller
    Ross Miller
    05.24.2007

    The New York Times has begun publishing Persuasive's newsgames on the opinion page of their website. Currently, a title called Food Import Folly can be found under the Times Select heading.As Persuasive founder Ian Bogost note, this move by the New York Times is unprecedented. "I think it represents another important shift in videogames as a medium ... The fact that the Times is often considered the national newspaper of record makes this moment even more notable, and gratifying," he said.Indeed, exposure to serious games on the face of such a prestigious and prominent publication marks a bold step for games as an interactive medium. Can games be used as editorial much in the way political cartoons convey their message in a noninteractive manner? Bogost recently discussed such a topic at this year's Living Game Worlds conference.In Food Import Folly, players "protect the United States from contaminants found in foreign food imports." Previous newsgames by the developer had been published by Addicting Games and Shockwave under the series name The Arcade Wire.

  • Living Game Worlds III: Playing with Controversy: The Case of Super Columbine Massacre

    by 
    Ross Miller
    Ross Miller
    04.02.2007

    At the Living Game Worlds III Conference last week at Georgia Tech, Director of the Slamdance Guerilla Gamemaker Competition Sam Roberts lent his feet to the fire to explain his company's decisions in the aftermath of the Super Columbine Massacre RPG pullout, to which he lamented that "I don't think we handled this very well ... this was poorly execution, from start to finish, how we dealt with this."Also on the panel, entitled Playing with Controversy, was GT Assistant Professor and founder of Persuasive Games Ian Bogost and USC Assistant Professor Tracy Fullerton, whose Interactive Media Division withdrew sponsorship following Slamdance's decision. GT Assistant Professor and game theorist Celia Pearce served as moderator. Portion of the SCMRPG trailer was shown to begin the discussion. In it, video of the game is shown over audio tracks showcasing the mainstream media's reaction to the game. The choice quote, from unknown source: "I see no way that you could, in any way, create the mindset that this was anything other than a really bad attempt to make money." The game was created by aspiring filmmaker Danny LeDonne using RPG Maker and was released his website for users to download free of charge.

  • Bad news for indie devs, and maybe for us

    by 
    Alisha Karabinus
    Alisha Karabinus
    02.20.2007

    Despite a promise to support independent developers and help them get games out for the Wii, some are reporting problems with getting their hands on devkits. The Independent Developer Program was supposed to be kicked off last month, with kits going out to indie studios, but now it seems the program has been delayed until at least the end of this month. Ian Bogost of Persuasive Games warns that this delays means we may not see any original games until at least 2008.

  • Zidane, Bush and Cheney walk into a videogame...

    by 
    Vladimir Cole
    Vladimir Cole
    09.27.2006

    AddictingGames.com (part of Viacom), just created a newsgames repository for web games based on current news events. Games include the Zidane game we blogged back in June, Cheney's Fury, Bush Backrub and Darfur is Dying. The company expects most of these games to come from users of the site (aka, free labor!), with game developer Persuasive Games filling out the offering where needed. Persuasive Games founder Ian Bogost is characteristically academic (and characteristically right) about the venture: "the news is constantly changing, and games give us a new way to understand current events." This idea ain't new (see The Guardian's The Role of Play from May 2004), but that doesn't mean it's not worth pursuing. Here's to hoping that they'll bring us a mix of goofy content like the Zidane headbutt game in addition to more serious, impactful games like September 12 (from which the post image is taken) or Madrid.