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Ed Webb

What I Learned From Civilization II | The Long Game - 3 views

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    "I was getting a ridiculous Texas-style history and science education before it was funny." Love it.
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    More seriously, it's a good story about gaming eliciting academic content interest.
Ed Webb

The Museum of Soviet Arcade Games - 3 views

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    I love that their guide is named Alexander Stakhanov. Players as Stakhanovites!
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    Play harder for great victory of glorious people's clan!
Brett Boessen

Food for Thought: game-based learning and pedagogy « Gaming & Learning - 3 views

  • You’re told that Animal Farm is a commentary on Socialism, told where Bhutan is. Games don’t work that way; they are experiential.
Bryan Alexander

Games, Maps and the Brain - 3 views

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    More from Depauw. Something's in the Greencastle water.
Ed Webb

Art Games - 2 views

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    That's a good intro list. Might be handy to show people new to (thinking about) gaming.
Ed Webb

Anyone for a game of GTA: Sodom and Gomorrah? | Adam Boult - 2 views

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    Well it sounds like from the review that this is pretty uninspired. But it does raise an interesting design question, namely "what kind of game mechanics would prompt calls of 'great game' by regular Bible readers/users?" That is, how could designers approach this problem in a way that would invite players to experience the stories in the Bible interactively? Or maybe that's over-simplifying a complex cultural issue, and there really isn't a way to do this without having it come across as trite because "the Bible" is too multivalent in contemporary society.
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    Nice find, it's hard to find games that deal with religion at all. I sent it on to Andrea
Ed Webb

Tom Bissell on Dead Island - Grantland - 2 views

  • You leveled up and rolled the dice in Dungeons & Dragons because it was impossible to run such systems under the game's hood. You know why? Because there wasn't a hood. Video games not only have hoods but also engines, and all manner of delightfully invisible computation can be dealt with and handled there. So I ask: Why isn't it invisible more often? Why this useless Gamification of what are already games? Why do we tolerate it? What do we actually get out of it, other than some mouse-brain satisfaction of knowing exactly where we are in the maze?4
  • I recently asked a game-designer friend if one of the reasons these skill-tree and leveling-up systems actually show up in games is due to the fact that some poor bastard actually had to work for months and sometimes years refining them and planning them and gaming them out, so that everything made sense and demonstrably kept players from getting too powerful too quickly. He said, with a sigh, "Pretty much." Which means that one problem with game design today is the game designer's emotional inability to hide his or her hard work. Oh, the humanity.
  • Techland consulted some real geniuses of nomenclature in coming up with Dead Island's weapons' subclass names: We have the Flimsy Cleaver, the Tiring Knife, the Frightening Mace, the Spiteful Pistol. It all sounds like the work of two Poles with a big bag of weed and a thesaurus. What's next? I wrote in my notes. The Recalcitrant Hoe? Two minutes later, no joke, I found the Languid Pistol.
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  • In a game about running from things that want to eat you, what is more important: the emotional experience of running from things that want to eat you, or knowing that the thing that wants to eat you is a Level 23 thing that wants to eat you? Knowing that the machete in your hand can take its head off, or knowing that the machete in your hand is capable of doing 320+ hit points of damage? On second thought, don't bother answering. That this game exists is answer enough.
Bryan Alexander

Social game studies report - 2 views

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    Good to see a big study on this field.
Ed Webb

UPDATED: Modern Warfare 2 Player Attempting To Reach Rank 70 Without Killing Anyone - N... - 2 views

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    This guy isn't the only gamer who has tried this, either. There was a World of Warcraft player who was doing it as well -- he even equipped a fishing rod as his "weapon" so his weapon skill would remain low. I *think* this is the player's blog: http://pacifistundeadpriest.blogspot.com/
Ed Webb

Playing as the Enemy - 2 views

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    I'd be very interested to play a level such as those myself. Quantifying "restraint," "remorse," or "laying down your arms" seems like a particularly tough assignment, though.
Todd Bryant

Sleep Is Death (Geisterfahrer) - 2 views

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    I'm trying to figure this out - two people play it, and the recording is the basis of a story?
Ed Webb

Giant Lego Man washes ashore in Florida - Boing Boing - 2 views

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    We need more of these.
Brett Boessen

Talking with Tom Bissell-By Donovan Hohn (Harper's Magazine) - 2 views

  • The best part of that scene, and what was so affecting about it, was, as Clint Hocking (the game’s designer) pointed out, it wasn’t scripted. It was something that grew organically out of the systems they put into place. And it was wonderful: upsetting, funny, bizarre, intense. What other form of entertainment can do that for you? Provide a series of systems that you poke and prod and walk around in and explore, to the effect that, sometimes, you have something happen right in front of you that you made happen by virtue of being a virtually present within the system. You think about it long enough and your brain begins to melt, doesn’t it? It’s not storytelling, actually, but it allows a story to happen.
Todd Bryant

Fate of the World - 2 views

shared by Todd Bryant on 05 Sep 11 - No Cached
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    Climate Change Sim
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    I've been playing it for a while. Very interesting on several levels. First, it's very media-intensive. Lots of art, sound, big-screen design, many media assets. Second, the interface is... odd. It's anchored on cards, which might work better offline. Third, it's not easy! Things fall apart quickly.
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    What are the principal factors under your control? Is it more of an environmental science or political science game?
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    Grand strategy, with several domains at a very macro-level: economics, energy, organization.
Bryan Alexander

Conway's Game of Life, in HTML5 - 2 views

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    Classic game. Nice teaching tool. And good demo of HTML5.
Bryan Alexander

Traffic sim - 2 views

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    Very neat little sim to use in several ways: -bond with any adult who drives -teach basic simulation principles -brainstorm "how to make this a game"?
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    That's funny -- I just had a student mention everyday life mechanics one could turn into a game, "like road construction or traffic patterns," that he's interested in somehow doing his end-of-course project on. :)
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    Oh cool! What does he make of this one?
Ed Webb

'Minecraft' Designer: Gaming Industry Should Emulate Board Games, Not Hollywo... - 3 views

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    *Very* interesting. I wonder what that would mean - selling low-cost units?
Rebecca Davis

3G Summit | - 2 views

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    games and girls
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    Excellent! Would love to hear from the program.
Ed Webb

Ian Bogost - Against Aca-Fandom - 2 views

  • Scholars need to make more kinds of things
  • I also question whether traditional academic distance may not often be as lazy, as simple-minded, as the kind of "vulgar aca-fandom" you are critiquing. It seems to me that it often comes from a refusal to engage with texts and the people who consume them. It often starts from an easy dismissal of the value of the work, a disdain for its fans and creators, and a desire to signal one's distance from anything commercial or popular. It often does not ask the kinds of hard questions you are claiming for the virtue of skepticism. For me, then, there is no special virtue from either starting place -- only the need to be honest about where you are starting from and your own stakes in the analytic process and to be unsettled and multivalient in constantly questioning the texts in which you are engaged. To me, this represents the virtues of the best fan criticism and it represents the virtues of the best outsider criticism.
  • I'm not suggesting that fans of pop culture artifact X (for any X) are wasting their time and ought to read Chaucer instead. Rather, I'm just not sure I agree that intense fans are sharp critics. I think they are pedantically detailed and vehement investigators, but I don't know that such digging leads to criticism. Let's take this further: it's a criticism I would extend to most academics too... many "careful readers" of whatever (Chaucer, even!) aren't really any better. In that respect, I agree with you that traditional academic distance isn't a salve (as I begin to suggest above, most "traditional" academics suffer from the same negative fandom that concerns me).
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    I like the distinction between criticism and investigation. Cf the devoted readers of Tolkien, Austen, etc. I wonder how often liberal arts folks interested in gaming get accused of being (just) fans?
Ed Webb

Citizen science: People power : Nature News - 2 views

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    This could be a Deep Blue story for gaming.
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