Squirrel Tao » Games http://squirreltao.dreamfishery.com The tao of my squirrel paths on the web Wed, 17 Feb 2010 21:49:16 +0000 http://wordpress.org/?v=2.9 en hourly 1 Meaning and Action as Complementary Principles in the Quest Plot Form http://squirreltao.dreamfishery.com/2007/04/09/meaning-and-action-as-complementary-principles-in-the-quest-plot-form/ http://squirreltao.dreamfishery.com/2007/04/09/meaning-and-action-as-complementary-principles-in-the-quest-plot-form/#comments Mon, 09 Apr 2007 18:10:37 +0000 Jennifer Elrod http://squirreltao.dreamfishery.com/2007/04/09/meaning-and-action-as-complementary-principles-in-the-quest-plot-form/ Meaning and action are complementary principles in the gaming activity and literary form called the “quest”. So argues Jeff Howard in his recent Digital Humanities Quarterly article, “Interpretive Quests in Theory and Pedagogy“. By quest, he means a journey in search of meaning, a journey that can include goal oriented activities if it takes place in a game world. Meanings can be functional and thematic. Functional meanings have to do with game tasks and things. Thematic meanings have to do with stories, which are about people and emotions. Quests mediate between storytelling and game play only to the extent that meanings go beyond utility. He suggests how.

A revised understanding of quests can help to mediate between games and narratives by showing strategies by which game designers have created meaningful action, often in ways that are either unconsciously similar to or inspired by the literary traditions of mythology, epic, and romance. Specifically, game designers can use level design to create labyrinthine spaces that encode thematic implications, in the tradition of literary allegory.

He goes on to give interesting examples his students constructed in his own teaching experiences.


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Interview with One Man Creator Behind MMORPGs at MaidMarian.com http://squirreltao.dreamfishery.com/2007/03/11/interview-with-one-man-creator-behind-mmorpgs-at-maidmariancom/ http://squirreltao.dreamfishery.com/2007/03/11/interview-with-one-man-creator-behind-mmorpgs-at-maidmariancom/#comments Sun, 11 Mar 2007 23:35:30 +0000 Jennifer Elrod http://squirreltao.dreamfishery.com/2007/03/11/interview-with-one-man-creator-behind-mmorpgs-at-maidmariancom/ Gene Endrody uses Director to make MMORPGs like Sherwood Dungeon at maidmarian.com. Using only three game servers that run the Shockwave Multiuser Server, he’s had close to 2000 simultaneous players per server. Starting out with a lot of 3D experience but no programming experience, he’s done all the development himself. He started living his dream when Director 8.5 came out, putting real-time 3D on the web within reach. Read the part one and part two of Hanford Lemoore’s interview with him to learn more about this inspiring indy game maker.


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Slamdance Guerilla Gamemaker Competition http://squirreltao.dreamfishery.com/2006/11/30/slamdance-guerilla-gamemaker-competition/ http://squirreltao.dreamfishery.com/2006/11/30/slamdance-guerilla-gamemaker-competition/#comments Thu, 30 Nov 2006 23:57:50 +0000 Jennifer Elrod http://squirreltao.dreamfishery.com/2006/11/30/slamdance-guerilla-gamemaker-competition/ Slamdance, best known for the Slamdance Film Festival, has established a Guerilla Gamemaker Competition. The goal of this competition is to encourage and showcase independent games. Art rather than business will be the primary focus. There are a lot of concepts among the finalists that I find very fresh and interesting. For example, there is Cultivation, a game about gardening. This may seem like it could be boring, and no doubt it would bore some gamers, but I find the description intriguing:

Cultivation is quite different from most other games. It is a social simulation, and the primary form of conflict is over land and plant resources—there is no shooting, but there are plenty of angry looks. It is also an evolution simulation. Within the world of Cultivation, you can explore a virtually infinite spectrum of different plant and gardener varieties.

All of the graphics, sounds, melodies,and other content in Cultivation are 100% procedurally generated at playtime. In other words, there are no hand-painted texture maps—instead, each object has a uniquely “grown” appearance. Every time you play, Cultivation generates fresh visuals, music, and behaviors.

Braid also seems fascinating to me in concept. It is described like this:

Braid is an action-puzzle game about manipulating the flow of time. The player journeys through a series of worlds; in each world, time behaves differently. The game provides a mind-expanding experience that is filler-free, treating the player’s time as precious.

Flow is similar to Cultivation in its simulation of simplified and abstracted characteristics of evolution. It can already be played online. The summary of it is not exactly crystal clear, but maybe you’re meant to learn what it’s about by playing it – “play me, don’t tell me”. Why not? In film and fiction, “show me, don’t tell me” is the motto.

Originated as a practice and testbed for Embedded Difficulty Adjustment theory formulated in Jenova Chen’s game design thesis, flOw is a web based game designed to attract a wider audience, allowing players with different tastes to enjoy the experience in their own way. The game features an abstract aquatic world inviting player to dive in, to learn, to explore, to survive…

There are other finalists listed on the Slamdance webpage. Some of them may be more appealing to some readers than those few I have singled out to mention.


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The History of Tetris http://squirreltao.dreamfishery.com/2006/06/25/the-history-of-tetris/ http://squirreltao.dreamfishery.com/2006/06/25/the-history-of-tetris/#comments Sun, 25 Jun 2006 15:26:20 +0000 Jennifer Elrod http://squirreltao.dreamfishery.com/2006/06/25/the-history-of-tetris/ Who would have guessed that the history of Tetris was so full of intrigue and drama? In fact, Tetris has been the downfall of more than one company, ever since Alexey Pazhitnov created it in the Soviet Union in 1985, after being inspired by a pentominoes game. Torill Mortensen of Thinking with My Fingers clued me in to this history with her brief post about it on June 7.


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GAM3R 7H30RY http://squirreltao.dreamfishery.com/2006/05/28/gam3r-7h30ry/ http://squirreltao.dreamfishery.com/2006/05/28/gam3r-7h30ry/#comments Sun, 28 May 2006 16:07:06 +0000 Jennifer Elrod http://squirreltao.dreamfishery.com/2006/05/28/gam3r-7h30ry/ GAM3R 7H30RY, a draft by McKenzie Wark, is another book that is being shared online before finishing and publishing it. Wark hopes to use the GAM3R 7H30RY website to foster discussion around two questions:

  1. can we explore games as allegories for the world we live in?
  2. can there be a critical theory of games?


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