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Not long after writing A Game Has Never Made You Cry I read Kendall Walton’s Mimesis as Make-Believe and began writing about game design as make-believe, the topic that forms the core of my latest book Imaginary Games. On Walton’s theory, all fiction is a kind of game – specifically a game of make-believe, related…
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Ian Bogost has drawn attention to the theoretical importance of the engine for game development. In many respects, the engine is the game – or rather, any given engine supports a wide array of games with fundamentally similar capabilities. The engine determines what a game can or cannot do, and the cost of developing the…
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The true prototype for a museum, for me, is simply a street, any street. […] We have to re-invent the street as museum; a collection of everyday objects in everyday use. – Yona Friedman (via underpaidgenius) this would be a design museum, I think.
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All that is needed is a strong critical discourse surrounding artgames to develop, and for artgame aggregators to become discerning. Such aggregators cannot afford to be bogged down with Braid and Portal – this road cannot lead to cultural esteem. They must instead find and discuss those games like Passage, The Graveyard, The Marriage, The…
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All that is needed is a strong critical discourse surrounding artgames to develop, and for artgame aggregators to become discerning. Such aggregators cannot afford to be bogged down with Braid and Portal – this road cannot lead to cultural esteem. They must instead find and discuss those games like Passage, The Graveyard, The Marriage, The…
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All that is needed is a strong critical discourse surrounding artgames to develop, and for artgame aggregators to become discerning. Such aggregators cannot afford to be bogged down with Braid and Portal – this road cannot lead to cultural esteem. They must instead find and discuss those games like Passage, The Graveyard, The Marriage, The…
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Show me the pixels. Akihabara is composed of a number of libraries that use HTML5 canvas tag and some standard hooks. Gamebox module is complete and compact enough for making games: it allows multiple grouped objects moving simultaneously, it helps with collisions, rendering and moving objects. It provides monospaced pixel-fonts rendering too. It handles keyboard,…
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To be an artist is not a matter of making paintings or objects at all. What we are really dealing with is our state of consciousness and the shape of our perception. Robert Irwin (via jenlindblad)
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Call For Papers: Game Studies, Culture, Play, and Practice Area
Call for Papers: Game Studies, Culture, Play, and Practice Area 33rd Annual SW/TX PCA/ACA Conference February 8-11, 2012 Albuquerque, NM The Game Studies, Culture, Play, and Practice Area welcomes paper, panel, and other proposals on games (digital and otherwise) and their study and development. Possible topics include (but are in no way limited to): Alternative…
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The Power Racing Series (PPPRS) is an event where Hacker/Whateverspaces turn those toys cars that everyone wanted but only stupid Brad from down the street owned (even though everyone hated him), into highly competitive sort-of racing machines. Teams are allowed quite a few liberties (motors, batteries) but we also made a few restrictions so you…
