Steve Kordek, Inventor of two-flipper Pinball, Dies at 100

New York Times has an obituary for Steve Kordek, who developed the standard two-flipper configuration of Pinball machines.

In 1947, two designers at the D. Gottlieb & Company pinball factory in Chicago, Harry Mabs and Wayne Neyens, transformed that rudimentary game into one called Humpty Dumpty, adding six electromechanical flippers, three on each side from the top to the bottom of the field.

It was an instant hit — until, at a trade show in Chicago 1948, Mr. Kordek introduced Triple Action, a game that featured just two flippers, both controlled by buttons at the bottom of the table. Mr. Kordek was a designer for Genco, one of more than two dozen pinball manufacturers in Chicago at the time.

“It really was revolutionary, and pretty much everyone else followed suit,” David Silverman, executive director of the National Pinball Museum in Baltimore, said in an interview. “And it’s stayed the standard for 60 years.”

(Via William Uricchio.)

 

The Paradox of Interactive Tragedy: Can a Video Game have an Unhappy Ending?

The conference organizers of the Storyworlds Across Media conference in Mainz have put up the videos from the July 2011 conference.

Here is the video of me talking about The Paradox of Interactive Tragedy: Can a Video Game have an Unhappy Ending?

This a chapter from my upcoming book on Failure, where I revisit a question that I dodged in Half-Real: Can a video game have an unhappy ending? (Answer is yes, in some ways, with modifications, it’s complicated.)

(The video contains a Red Read Redemption spoiler. You have been warned.)

New issue of Loading: Spring 2012

The Canadian Game Studies Association has just published the Spring 2012 issue of their Loading … Journal.

 

Vol 6, No 9 (2012)

Table of Contents

Introduction

Editorial-Issue 9, Volume 6 PDF
Jerremie Clyde
Guest editor Jerremie Clyde introduces our Spring 2012 issue…

Dimensions of Design

Beyond the “Historical” Simulation: Using Theories of History to Inform Scholarly Game Design. PDF
Jerremie Clyde, Howard Hopkins, Glenn Wilkinson
The authors of this paper present a case for a gamic mode of history that focuses on the construction of the historical narrative via procedural…
Designing Digital Games to Teach Road Safety: A Study of Graduate Students’ Experiences PDF
Qing Li, Richard Tay, Robert Louis
In this paper, we present a framework for designing digital educational games to teach road safety rules specific to Alberta. The framework is…

Probes and Enquiries

Playing Attention: The Hermeneutic Problems of Reading Ico Closely PDF
Peter Douglas McDonald
This article argues that paying attention to the specifics of a videogame involves a difficult problem of interpreting the meaning of repeated…
The practical and theoretical implications of flow theory and intrinsic motivation in designing and implementing exergaming in the school environment PDF
Dwayne P Sheehan, Larry Katz
Helping children develop a positive attitude toward being active for life is a primary objective for physical educators. The cultivation of an…
A Comparison of Exergaming Interfaces for Use in Rehabilitation Programs and Research PDF
Kazumoto Tanaka, J.R. Parker, Graham Baradoy, Dwayne Sheehan, John R. Holash, Larry Katz
Exergames or active video games are video games with interfaces that require active involvement and the exertion of physical force by participants….

Reflection and Review

The Dreamcast, Console of the Avant-Garde PDF
Nick Montfort, Mia Consalvo
We argue that the Dreamcast hosted a remarkable amount of videogame development that went beyond the odd and unusual and is interesting considerd…
To Automaticity and Beyond: Narrative Interpretation in Game and Novel PDF
Margaret Mackey
Common wisdom often posits that game-playing is the enemy of reading, that it offers one of a plethora of “distractions” that seduce people…

Abstracts

Abstracts from the 2011 Exergaming Symposium, University of Calgary. PDF
Larry Katz, Jerremie Clyde
Recent work being conducted on exergaming in the field of Canadian game studies…

Ivory Tower Defense – Games in the Academy

Speaking at our Ivory Tower Defense panel on February 23rd at the New York University Game Center.

Do games belong in the university? Do you need a degree to make games? What can we get out of studying them? What is the connection between research and design? Join us for a spirited conversation with the faculty of the NYU Game Center to discuss the complex relationship between games and higher education. Frank Lantz will moderate Katherine Isbister, Jesper Juul, and Eric Zimmerman as they debate these important issues and discuss the work they are doing to create a shared vision for the study of games at the NYU Game Center.

The talk will begin at 7:00 PM in room 006 in the lower level of 721 Broadway, and is open to students, faculty, and the general public. We welcome everyone, whether your research and teaching is related to games or you are simply curious about this rapidly evolving field. Please come, and feel free to bring any interested NYU colleagues.

Space is limited, please RSVP here.

This is not my Fictional Universe (Mass Effect)

Mass Effect fans are in uproar over errors in the Mass Effect: Deception novel, mostly of the type where the novel contradicts central information from the games.

From the shared Google document chronicling the mistakes. (And the mistakes are pretty bad.)

1. The Citadel is described as being star shaped – Whilst the Citadel does have five arms arranged around a ring, even when it is fully opened, the arms are not in the same plane as the central ring; rather, they are oriented straight forward:

[Error: Lore]

2. There is a batarian embassy in the Citadel – Batarians closed their embassy after the Citadel Council sided with the human System Alliance during a colonization dispute over the Skyllian Verge, and there is no mention of their embassy being re-established in the previous installments. [Error: Lore]

3. Kai Leng visits Chora’s Den – Chora’s Den was closed after Sovereign’s attack on the Citadel. It never re-opened. [Error: Lore]

4. Citadel surrounded by stars – The Citadel is in the middle of a nebula with only one star – Widow – nearby and clearly visible. A few others are only faintly visible through the gas. [Error: Lore]

5. Kai Leng kills a krogan by slicing into the back of its neck and severing the spine – Krogan biology does not work this way. 1) There is a large hump that makes access to the rear of the neck difficult. 2) Most blades (save for a molecular blade) cannot penetrate the thick hide covering the rear of the neck. 3) Even if the spine was severed, the krogan still would not die, as krogan are uniquely equipped with organ redundancy. Instead of an analogue to the human nervous system, they have a second circulatory system with an electrically conductive fluid. [Error: Lore]

 

Via Gamespot.

Well Played Journal volume 1 number 2

Drew Davidson has just posted volume 1, number 2 of the Well Played Journal.

BioShock and Portal: A Discussion of Poetics
Yotam Haimberg

We should be heroes… A case study of community building as a dominant strategy
Simon Egenfeldt-Nielsen

Cracking the Code: Untangling Game Structure, Properties and Player Experience
Elizabeth Goins

A Life in Baseball, Digital and Otherwise
Abraham Stein

Get the PDF here.

Microsoft Visual Studio as a Game

A team at Microsoft has created a gamification (if you will) extension for Visual Studio 2010: Visual Studio Achievements, which adds points for various Visual Studio actions. Full video about it at this link.

As you can tell, it’s on the ironic side of things, but it comes complete with a leaderboard.

Ars Technica has done us the favor of reviewing Visual Studio as a game, perhaps not the funniest post ever, but still.

The gameplay can be very uneven. Some play sessions are an exercise in frustration. It can be difficult to even create a dungeon in the first place, and the game gives few indications of what you’re doing wrong. When it comes to hunting down the monsters within the dungeon, you’re really on your own. But the experience can also be rich and rewarding. The spell-casting system is enormously flexible and varied, and the resulting constructions can be exquisite.

It’s all very Jesse Schell, but I think it points what to we could call the game-vs-tool problem inherent in the idea of gamification: it’s perfectly fine for a game to set up an arbitrary point system, because that then is what matters in the game.

But when I am programming, I am the one who knows that is or isn’t important in what I am trying to do, and somebody else’s point system is likely to be in conflict with my own personal goals.