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Archive for October, 2005

Joystick Controls People

Wednesday, October 26th, 2005

I thought I’d heard it all. Nope. Apparently there’s a joystick that can be used to control people. Yes — people. The setup works by sending electrical signals into the volunteer’s ears. This somehow effects the volunteer’s sense of balance, and they get an uncontrolable urge to move in that direction to keep themselves balanced. […]

Why I Don’t Like GarageGames

Saturday, October 22nd, 2005

I was recently asked why I’m not fond of GarageGames. Here is my reply:
My limited experience with GarageGames has left me with a sour taste in my mouth.
They “prey” on new game developers by locking them in to proprietary development with sub par tools. Since they provide a path from initial experimentation to publishing, with […]

GarageGames President Interviewed

Thursday, October 20th, 2005

If you like GarageGames president, Mark Frohnmayer, you’ll probably be interested in an interview with him from GameDaily:
GarageGames role [in the indie games movement] will be to facilitate this movement with great technology, a community of active helpful developers and an ever-increasing array of channels for distribution. We’ll also be making some fun games ourselves!
I’m […]

Gamers Willing to Watch Ads to Play Games

Monday, October 17th, 2005

According to a survey by Eyeblaster and WildTangent, 78% of gamers said they were willing to watch short video advertisements in exchange for free gameplay; 90% of young adult males said they would.
Gal Trifon, Eyeblaster’s president and CEO said, “The scope of this survey leaves little doubt about the conclusion that video ads are the […]

Themes Do Sell Games

Sunday, October 16th, 2005

Yes. You read that right. I’m reversing my stance. Well, to a point, anyway. Neither gameplay nor presentation can stand alone — they are co-dependent.
I’m switching gears for a bit to do an experiment. I’ve put my current project on hold for the time being while I whip up a little game chock-full of style […]

Lumines Creator Interviewed

Friday, October 14th, 2005

Tetsuya Mizuguchi — head of independent studio, Q Entertainment, and creator of gaming hits such as Lumines and Meteos — was interviewed by Kikizo Games. In it, he talked about everything from leaving Sega to his vision of the industry:
The industry is huge, from mobile phone games, to next gen games, to online-only games. We […]

The Truth About Violent Youth and Video Games

Wednesday, October 12th, 2005

Duke Ferris, founder of Game Revolution, doesn’t think video games are the cause of violence in the youth of America. In fact, he thinks the media is flat-out lying to us.
Thanks to the current media frenzy and barrage of lawsuits surrounding violent video games, I can’t tell people what I do for a living without […]

Game Theorists Share Nobel Prize

Monday, October 10th, 2005

Thomas Schelling and Robert Aumann have won the 2005 Nobel prize in economics for their work in game theory:
Professor Aumann’s work has centred on a different element of game theory, the question of whether co-operation increases if games are continually repeated.
He showed that co-operation is less likely when there are many […]

Film “Try Before You Buy”

Saturday, October 8th, 2005

Universal Studios is trying something interesting with their latest flick, Serenity — they’re showing the first 9 minutes of the film over the Internet with the hopes that you’ll get hooked. And you just may. Watch the whole “trial,” and if you’re not convinced to see the movie in the theater, or at least rent […]

Substance and Style in Game Design

Tuesday, October 4th, 2005

In the Gamasutra article, Style and Substance in Game Design, Tynan Slyvester explores the differences between aesthetic and function in interactive systems. Not that there’s much to discuss. Except, perhaps, his definition of substance:
…substance is defined by semi-unpredictable interaction and dynamic generation of decision points…
All opinions aside, the article — apparently an excerpt from a […]

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