BBC has made an “edition two” of the Hitchhiker’s Guide to the Galaxy text adventure. The new version has graphics. Click here to play it.
About the graphics, do they enhance the game? Discuss.
My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.
BBC has made an “edition two” of the Hitchhiker’s Guide to the Galaxy text adventure. The new version has graphics. Click here to play it.
About the graphics, do they enhance the game? Discuss.
Look, if you really insist on wasting my time with offers that I am never going to fall for, I would suggest that you first learn to configure the spam software correctly.
From: “Barney Gorman” < %CUSTOM_FINANCIAL_TERMSgestapo@gmail.com>
Subject: Darion Herrera
X-Mailer: Opera7.23/Win32 M2 build 3227
Received: from %RND_HOST
Date: Fri, 24 Feb 2006 06:40:08 -0600Lynda,
%CUSTOM_LINK
Barney Gorman
Now I will never know what random CUSTOM_FINANCIAL_TERM (+gestapo!?!?) that was supposed to catch my attention in this email from RND_HOST, as to make me click on CUSTOM_LINK. Such loss!
Sincerely, %RND_NAME
PS. My guess is that you need to add a % to terminate the special strings, like this: %CUSTOM_LINK%. Good luck.
Via Intelligent Artifice, The Guardian Gamesblog features a pretty nice guide on how to defeat end-of-level bosses. Highlights:
It reminds me a bit of the “How to be an evil overlord” list in that it’s an analysis of genre conventions posing as a practical guide.
OK, so it’s a list of genre conventions. But can you spot the pattern in the conventions?
Rules 2-4 all involve reversals:
I think even Kirby’s Canvas Curse followed these conventions.
Here I am supposed to write something about that games designers should start thinking outside the box, and that these are just random conventions that could easily be changed.
But really, I think the current boss conventions work quite well because reversals are basically exciting, dramatic if you will.
I am giving a lecture at the Royal Art Academy in Copenhagen on Friday February 17th at 13:00.
The talk (in Danish) will be about what video games can do: It’s about the half-reality of video games, and about the video game as a new medium for the creation of worlds and the expression of ideas.
Kgs. Nytorv 1, Opgang E, 2. Sal (Den Italienske Trappe),1054 K?benhavn K
Rune Klevjer has written the new DiGRA Hardcore column, about the issue of genre:
There is a curious lack of genre studies in our field, which strikes me as a bit of a missed opportunity. It means that variation, tension and significant detail too easily fall below the radar of academic game studies. It also means that we are less able to bridge the gap between the very specific and the very general, and less able to describe the connections between aesthetic convention and social practice.
“The workplace is not an appropriate place for games,” Bloomberg said. “It’s a place where you’ve got to do the job that you’re getting paid for.”
Edward finds it a little harsh:
“It’s not like I’m the only one that ever did this,” said the 39-year-old father of a toddler.
I think it’s time to review the computer use policies where we work. As a game researcher, I guess I can’t be fired for playing games but only for, say, reading a novel…
This may be too obvious to blog about, but the question of games of skill vs. games of chance just comes up often, and discussions invariably involve some confusion. Here is a simple way of explaining it:
Chance means two different things.
It’s the same issue with Roger Caillois’ distinction between Alea (chance) and Agon (competition) – after all, many games of competition also contain chance elements.
Chance can mean either:
And the two meanings are constantly mixed up. That’s all.
Like mainstream media is beginning to cover games in more detail, some of the gaming press is becoming almost academic. Who would have thought – Gamespot has a piece on mirror neurons.
The article is a bit surprising in that it covers mirror neurons as a question of whether games lead to violence. As I understand it, mirror neurons aren’t really about being “copycat” of the actions you see, but about being able to simulate the actions of others in your head.
Incidentally, I was working on a panel paper proposal for CGDC in 2002 called “Mirror Neurons and Monkeys in Balls”, focusing on the kind of vertigo you experience when a monkey in Super Money Ball is balancing on the edge of a platform. Which is a clear example of mirror neurons at work. I just didn’t finish it.
P.S. For much more about mirror neurons, read V.S. Ramachandran’s article at Edge.org.