Ian Bogost is on a bit of a roll here, first Unit Operations, then Persuasive Games and now spreading the video game gospel on the Colbert Report. Go Ian!
Buddha Isn’t Playing This
According to Wikipedia, Buddha once made a list of games he would not play:
- Games on boards with 8 or 10 rows (note that Chess as we know it was not invented at this time, though earlier Chess-like games such as Chaturaji may have existed)
- The same games played on imaginary boards
- Marking diagrams on the floor such that the player can only walk on certain places.
- Using nails to place or remove pieces from a heap with the loser being the one who causes the heap to wobble (such as pick-up sticks).
- Throwing dice
- Hitting a short stick with a long stick (there is still some debate about the translation of this line)
- Drawing a figure on the ground or wall after dipping a finger in lac, red dye, flour or water, and having the other players guess what the picture is going to be (a guessing game similar to Pictionary).
- Ball games.
- Playing with toy pipes made of leaves.
- Ploughing with toy plough.
- Somersaulting.
- Playing with toy windmills.
- Playing with toy measures.
- Playing with toy carts.
- Playing with toy bows.
- Guessing at letters traced with the finger in the air or on a friend’s back.
- Guessing a friend’s thoughts.
- Imitating deformities.
The list raises a number of questions: Why wouldn’t he play them? Without going into theology I know nothing about (and without offending anyone), my understanding is that Buddha could not have been a sore loser, so it must have to do with the more formal properties of the games themselves. Neither rules ( board games sized 8 or 10), fiction (toy windmills), nor ilinx escape criticism.
So this I’d like to know: which games would he play, and why?
A New Life in the Off-World Colonies
I just wanted announce that from this July I have finished my job at the IT University in Copenhagen and have decided to be a more freelancing sort of person / researcher / worker.
I have been at the IT University and the Centre for Computer Games Research for almost eight years in different capacities, and it’s been a defining period of my life. I have learned so much from from my great colleagues there.
But now it’s time to try something new: My basic aim for the future is to do and hopefully combine video game research and game development in new and exciting ways. There are so many questions to ask, so many unturned stones.
I will obviously be posting on this blog as things happen!
Playtesters wanted
Thanks to everybody who wrote me. I will be doing a second call on Friday for those who are interested (or you can mail me already).
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I am looking for playtesters for a game this Tuesday-Thursday (July 24-26). You will be given a download link (Windows only).
If you would like to spend 30-60 minutes playing a game and filling out a questionnaire, please send me a mail at
jesper (at) soupgames.net
Thanks!
Checkers Solved: It’s a Draw
New Scientist reports that Jonathan Schaeffer has proven Checkers to end in a draw if neither player makes a mistake.
The crucial part of Schaeffer’s computer proof involved playing out every possible endgame involving fewer than 10 pieces. The result is an endgame database of 39 trillion positions. By contrast, there are only 19 different opening moves in draughts. Schaeffer’s proof shows that each of these leads to a draw in the endgame database, providing neither player makes a mistake.
Schaeffer was able to get his result by searching only a subset of board positions rather than all of them, since some of them can be considered equivalent. He carried out a mere 1014 calculations to complete the proof in under two decades. “This pushes the envelope as far as artificial intelligence is concerned,” he says.
To sum it up: If we were only a little smarter, Checkers would be just as boring as Tic Tac Toe.
Thanks to Henrik Bennetsen for the heads up.
Little Big Planet Bigger than I Thought
I was skeptical at GDC because it looked like all the cool stuff (throwing yourself in the air etc..) just might be the same on every user-generated level. But it looks open enough that players will be able to create very new and surprising things.
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Postings are coming a bit slow here – it’s summer.
The Fence is Down: WiiWare Announced
This looks like a big one: Nintendo has announced WiiWare, online distribution of new Wii games for developers.
OK, but the real news is this:
Fils-Aime told us that while Nintendo, as the retailer, would itself determine the appropriate pricing for each game on a per-title bases, the games themselves would not be vetted by Nintendo. Instead, Nintendo would only check the games for bugs and compatibility, with developers and publishers responsible for securing an E for Everyone, E10+ for Everyone 10 or older, T for Teen or M for Mature rating from the Entertainment Software Rating Board.
Let’s wait for the exact details to come in, but so far it looks like we may be seeing the first hole in the fence around the current consoles: The possibility that anyone can publish a console game without platform owner approval.
Was it inevitable? I am sure CD- and DVD-player manufacturers know that the variety of content is a boon to business, not a threat, and now a console manufacturer is coming around.
How will the submissions process work? How will they distribute dev kits?
What will happen with XNA now?
Dr. Montfort
Congratulations to Nick Montfort for successfully defending his Ph.D. thesis at University of Pennsylvania!
It’s a wild project, actually: Nick has made an interactive fiction where you can change viewpoint, tense, etc… on the fly. Check it out!