Tag Archive for 'games'

I Bought a PS3. Don’t Tell My 14-Year-Old PC Fanboy Self.

Yesterday I got one of those (non-)shiny new PS3 Slim things. This is a very special occasion for me; it is the first video game console I’ve ever owned.

I’ve played games on consoles before, of course, but only because my friends always had them. Like any child of the 90s who had a life, I grew up on games, but not “video games.” Video games were on consoles (or, as they were called before I discovered proper English, “systems”). I played computer games. And I was a snob about that.
Continue reading ‘I Bought a PS3. Don’t Tell My 14-Year-Old PC Fanboy Self.’

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Realization: Hideo Kojima is Video Gaming’s Béla Tarr, Except Not Talented

I didn't intentionally position Tarr so he was looking at Kojima all like, "You think I'm this fucking guy?" But it worked out pretty well.

Béla Tarr is the director of cult classic Hungarian films such as Sátántangó. Hideo Kojima is the designer of massively popular Japanese video games such as Metal Gear Solid 4. These two men actually have quite a lot in common, save for the medium they work in, their popularity, and their pretentiousness when discussing their craft.

Let me describe Sátántangó to you, briefly. The opening consists of an eight minute shot of the camera doing almost nothing while watching a bunch of cows:
Continue reading ‘Realization: Hideo Kojima is Video Gaming’s Béla Tarr, Except Not Talented’

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Arpeggi – An Experimental Gameplay Project Game With 0D Graphics

The Experimental Gameplay Project, a “make a game in seven days” thingamajig which begat the prototypes for World of Goo and Crayon Physics Deluxe, has announced their theme for the month of August as “Bare Minimum.” So I decided to spend three days (it was done by then) making a game with the minimum possible resolution: one pixel.

Arpeggi — A game in one pixel (formatted to fit your eyeballs)

Due to some technical limitations, such as the fact that one pixel is really hard to see, I magnified it by 600 times. With these extra 599 pixels of space, I decided to cheat and add some intro text, but all of the actual gameplay could theoretically be scaled down to a single pixel if you traded the mouse-based control for an analog stick.

I hope the game is relatively easy to figure out despite the limitations of the resolution. And because that was my goal, I’m not going to say anything else about it.

Hit the jump to play it, and to download the X11 Licensed source code:
Continue reading ‘Arpeggi – An Experimental Gameplay Project Game With 0D Graphics’

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In Which Zacqary Compels The Internet To Force an Innocent Man To Dance in a Kilt

One of the things I missed at Anthrocon this weekend were the consequences of leaving a spur-of-the-moment comment on the Wolfire Games blog. The dire, dire consequences.

Just…watch this video…

I am so, sorry, John Graham. I never meant for this to happen. Please forgive me.

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Wait A Minute, Wouldn’t Better Motion Controls Hurt Wheelchair Gamers?

Both Sony and Microsoft’s upcoming motion control revolutionary thingies have one advantage over the Wii: they can track your position in a room. If the demonstrations for both (well, more so for Sony, simply because they did a better job of it) are any indication, we’ll be seeing a lot of games in the near future which require a player to do quite a lot of movement. This is even more so than what we’ve already seen on the Wii, where most games require just hand motions, all doable while seated.

So how can more physical activity by gamers, still often stereotyped as overweight nerds, be a bad thing? I started to have my doubts reading Gizmodo reader kagegiri’s comment on an article about the physically challenging (and possibly dangerous) Tony Hawk Ride:

It’s peripherals like this, Natal, and Sony’s baton that make me feel like some people don’t get the charm of video games and virtual reality.

When you get perfect-mapping motion games, yes, you can apply real-world skills to a game. But it turns out a lot of the population can’t swing swords properly, or kick a soccer ball far, or swing our arms fast enough to hit a real home run, or balance on a skateboard while doing tricks, etc. If it’s too realistic, it’s like your physical weakness in real life is translated into weaknesses in game.

This is definitely a concern for me. Frustration due to failure in Grand Theft Auto causes far more urges to go on a shooting spree than actually succeeding at shooting virtual people; anything to increase the chances of frustrating failure in a video game is not a good thing by any means. But while many people can overcome their “physical weakness” by excessive exercise, what about the people who can’t?

Like people in wheelchairs?

Some people are wheelchair-bound their entire lives. Others will be wheelchair-bound temporarily after playing Tony Hawk Ride. If video games get too physical, not only will the ability to feel like a superhero be limited to actual superheroes, but less people will be able to play. Some people already can’t play games because they can’t afford all forty-seven platforms; adding a physical ability barrier on top of the economic one isn’t a good idea.

That’s not to say the idea of greater physical immersion in games doesn’t excite me, but there always needs to be an alternative.

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