Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

Where 3d browser stuff stands

 Posted by (Visited 56083 times)  Game talk  Tagged with: , , , , , ,
Jan 152011
 

Been awhile since I posted about how progress is going on this front. Everyone is very excited about HTML5, of course, but particularly with the latest H.264 news, Flash is still going to be pretty widely used. WebGL is going to be in Firefox 4, (basically, the OpenGL ES 2.0 API will be available).

To my eye, the WebGL stuff is behind the Flash stuff in terms of framerate consistency and performance — but it does have all sorts of nifty off-the-shelf integration with Web data on the fly, because it is literally “a 3d web page” made out of HTML, CSS, and JavaScript. Here’s a video of the “Flight of the Navigator” demo — if you have a WebGL enabled browser, you can actually try it yourself.

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Worldy vs gamey in one sentence

 Posted by (Visited 9479 times)  Game talk  Tagged with: ,
Jan 142011
 

Lum has forums again. No, I don’t know what madness has possessed him.

However, there’s a fun thread there asking “what is the real difference between gamey MMOs and worldy MMOs?” There are detailed replies, like geldonyetich’s, which give nice coherent answers. But the fun answers are the one-liners.

Alas, the good one-liners are all on the gamey side. 🙂

Games are fun, worlds are work.

— Soulflame

So I started trying to come up with my own one-liner riposte. But mine weren’t funny and sharp. They were stuff like “Worlds are varied, and games get monotonous” or “Worlds offer choice, games don’t.” But these kinda suck.

So I figured I’d invite you readers to solve the problem for me. We need a comeback for Soulflame’s pithy statement. 🙂

Worldy gamers, attack!

The world, virtual

 Posted by (Visited 22081 times)  Game talk  Tagged with: , , ,
Jan 072011
 

Lately it has been hard for me not to see recent trends ranging from gamification to the increasing prevalence of robots in the household as a sign of the way the real world is starting to imitate a virtual world.

  • We’re adding friends lists via well, everything
  • And bots via robots
  • and reputations via LinkedIn
  • and auction houses via eBay
  • and secure trade via Craigslist
  • and profiles via Facebook
  • and virtual currency with Facebook Credits
  • and quests via serious games
  • and points for meaningless grinding via gamification
  • and strategy guides via Quora
  • and guild chat via status updates
  • And stats to ourselves via ‘quantified self’ approaches
  • And classes and skills via the march of specialization in job roles

Now, you may say that all of these are things that existed before. Yes, and we then built adapted versions of them for the virtual world that accommodated the fact that they were being simulated in a virtual space. And now those adaptations are being ported back to meatspace. We could call these three stages of development:

  1. real world, inhabited by people
  2. virtual world, inhabited by users
  3. wold virtual inhabited by userplayers

Take a look at Leigh Alexander’s hilarious and spot-on critique of Foursquare:

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Jan 062011
 

New World Notes calls our attention to Avatar Kinect, which basically brings graphical chat rooms to the XBox Live platform.

This is indeed a powerful development. The Kinect has been selling like hotcakes (8 million of them in sixty days), and as a result, there’s now a pretty substantial install base that could get into this.

It’s clear to see the potential for sales of virtual goods and the like; right now, they offer scenes in which you can conduct your chats, but over time, adding in the features to make those into virtual apartments is not at all hard to picture. Add in robust enough objects to buy and the ability to customize your space, and you start getting something that feels like, well, Metaplace.com or Second Life with voice chat and kinesthetic controls. But for now, it’s more like IMVU or Lively, probably, and we shall see how it goes.

One thing that is interesting is that Live is centered on avatars that are pseudonymous but strongly identifiable; there’s an intrinsic extant reputation system there that this system will effectively plug into and leverage. This may reduce the amount of prurient chatrooms and the like (which something like the Kinect surely invites!). It is also telling how little the video centers on technology and how much it centers on women.

Given the connectivity, I cannot help but ponder why avatars as an intermediating technology, rather than video chat.

  • Avatars intermediate; this lets you put all participants in one environment, rather than stitching together disparate couches and living rooms
  • There may well be plans to leverage the pseudonymity into synchronous social game experiences
  • The avatars do allow for a more radical expression of personality that video would, essentially making for a richer profile; I can’t have my weird pet from Limbo cavorting around me in a video call, but I could here.

All in all, an interesting development; I look forward to trying it out.

Feedback does not equal game design

 Posted by (Visited 30584 times)  Game talk  Tagged with: ,
Jan 042011
 

Not familiar with game mechanics or game theory? Ralph Koster, author of Theory of Fun for Game Design, says game mechanics are “rule-based systems / simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.”

In conventional terms, think earning rewards for swiping your credit or debit card or staying at a particular hotel or flying a certain airline. Unconventionally – and this is where my prediction comes into play – think affording your customers and prospects accumulating rewards in exchange for engaging via your website (i.e., points, badges, leaderboards, awards, etc.).

via Entrepreneur.com Daily Dose – Game Theory And Gaming Mechanics For Your Website.

I feel bad picking on this article given that it surely is selling copies of my book. Except that  the above example does not include “exploring and learning the properties of a possibility space.” So it’s wrong. To be more blunt, the second paragraph misses the point of the first.

Just giving feedback is not game design, and it will be lousy “gamification.”

When we train game designers, when we critique projects, and when we discuss what makes games compelling, we certainly do discuss feedback. But what we dwell on is the game systems, the core loop.

If you really want to gamify something, you need to make the core loop be something to explore and master. Buying an airplane ticket or staying at a hotel isn’t something you “master.” Piling up points is not good gamification.

The feedback exists to give cues to the user that they are learning something. It isn’t food pellets for rats to reward them for pushing a lever. Good gamification will be less Skinnerian and more like getting an A in class as a recognition of how well you mastered the subject.

Oh, and hi everybody, I’m back blogging, I hope. 🙂