No, they are not really near us (now, anyway).
But yes, we are directly under the huge plume of smoke. It’s hard to breathe outside. The Santa Anas are gusting really hard, too.
No, they are not really near us (now, anyway).
But yes, we are directly under the huge plume of smoke. It’s hard to breathe outside. The Santa Anas are gusting really hard, too.
Back at AGDC, I did a huge interview with Gamasutra. After much transcribing (and fact-checking) pain, they have posted it up, and I find that it is heavy on game grammar stuff, industry shift stuff, and even a digression on whether or not the patent system is evil. 🙂
Gamasutra – Defining Games: Raph Koster’s Game Grammar
It does seem like in chess, each move is a new game in a way. It changes the whole thing, for one thing.
RK: Right. So I say that all games are iterative. I also say that all games are turn-based. And finally, I say that all games have more than one turn. They’re always iterative. There’s always a starting state, and then you do shit, and then there’s an ending state. And sometimes, the ending state becomes a new starting state. So when you move the pawn in chess, now you’ve got a new chess layout that you have to think about. But then you have the choice of, “Well, which piece am I going to move?” And each piece has its own topological space around it, because they all move in completely different ways.The fact that they move in different ways — that they have different rules — is that content, or is it mechanics? Are landscapes content? I tend to think that landscapes are content, and therefore, arrangements of chess pieces are content. But then when you go forward, they are verbs, and that means they are actions that you take. It gets weird. That’s probably the kind of thing that will make people reading this interview go, “What the fuck? Who cares! This cannot possibly be useful!” (laughs)
While both multiplayer and traditional single player video games present a double-edged sword, Smyth’s research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep, socialization and academic work) but also garner far greater positive results (greater enjoyment in playing, increased interest in continuing play and a rise in the acquisition of new friendships) than do single-player games. The study is published in the October 2007 issue of the bimonthly peer-reviewed journal CyberPyschology & Behavior (Vol. 10, No. 5: 717–721).
Novoking, the China Second Life ? is a decent overview of yet another Chinese entrant into the “metaverse” scene. Visually, it looks good, but there’s a price — an over 300MB download to get in, and high system requirements.
I am not sure the “metaverse” market has learned the lesson that WoW taught about accessible hardware requirements. For that matter, the huge lesson taught by the casual games industry about maximum download sizes before you start losing trials.
Peter S., you should feel very very happy right now. Thom Robertson is one of the most badass devs I know, and he took up the challenge and prototyped your drywalling game design. 🙂
Thom Robertsons Personal Blog – Drywall: The Game!
You can play in a browser, or grab the downloadable version. 🙂
So, now everyone needs to post what the refinements are, since you’re getting to see a prototype. Peter, given your audience’s feedback, what are you going to change?