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“People don’t share raw violence as often as astonishing acts of creativity.” - Chris Plante, Players want more options than murder, and GTA 5 proves it

People don’t share raw violence as often as astonishing acts of creativity.” - Chris Plante, Players want more options than murder, and GTA 5 proves it

11:13 pm, by godatplay2 notes



theparisreview:

For a certain audience, video games are all too relatable. They begin to impinge on reality, an occurrence that scientists call game transfer phenomena: “I used to play [Tetris] for hours every day. When I went to bed I would see falling blocks as I closed my eyes. I often experienced the same thing when waking up … a female video game player [was] suffering from delusions of being persecuted, exhibiting violent behavior and experiencing constant imaginary auditory hallucinations triggered by the music of the Super Mario Brothers video game.”
For more of this morning’s roundup, click here.

theparisreview:

For a certain audience, video games are all too relatable. They begin to impinge on reality, an occurrence that scientists call game transfer phenomena: “I used to play [Tetris] for hours every day. When I went to bed I would see falling blocks as I closed my eyes. I often experienced the same thing when waking up … a female video game player [was] suffering from delusions of being persecuted, exhibiting violent behavior and experiencing constant imaginary auditory hallucinations triggered by the music of the Super Mario Brothers video game.”

For more of this morning’s roundup, click here.


We’re throwing out some more traditional game challenge-elements; in fact, The Sailor’s Dream won’t feature any puzzles at all. That doesn’t mean you won’t find playful things in the game, though – There are plenty of things to touch, play and tinker with.

07:51 am, by johnyzuper2 notes

If I was in the room with the person [who had the idea for The Endless Forest, I would be like] “What on earth are you going on about? Here have another drink.” But it works! It works in such a weird way.

08:49 am, by johnyzuper7 notes

Usually I try to expand on the initial idea that inspired me and if it turns out interesting I add mechanics to make it feel like a game.

08:16 am, by johnyzuper3 notes

Thralled is an interactive experience that portrays the surreal journey of Isaura, a runaway slave separated from her newborn child and tormented by memories of a painful past. Set in 18th-century Brazil, Thralled follows Isaura as she traverses a nightmarish representation of the New World, reliving a distorted reminiscence of life in captivity and the events that led to the taking away of her baby boy.

Interview with the game creator, Miguel Oliveira
http://www.huffingtonpost.com/turnstyle/is-the-world-ready-for-a_b_5600507.html?utm_hp_ref=tw

(Source: youtube.com)

11:46 am, by womanonfire5 notes

Imagine if forty years into the existence of the motion picture, the overwhelmingly prominent genre was the action film. You might have a quiet drama here and satirical comedy there, but otherwise it’s nothing but Bay and Bruckheimer as far as the eye can see. We’d have a lot less cinephiles than we do now, that’s for sure.

08:41 am, by johnyzuper59 notes

Shift the focus from the industrial to the cultural and the need to build games based on profitability or sustainability disappears, freeing up the heart and mind to make games that we judge as successful by other, more interesting questions. Did this game challenge my perception of my world? Did this game change the way I am going to relate to my children? Did this game gift me insight into another human’s perspective? Did this game make me smile or surprised or feel a sense of aesthetic wonder?

08:14 am, by johnyzuper16 notes

It’s as if, through sales figures, profits and other assorted fiscal headlines video games will be able to buy their way to legitimacy. How fitting that a medium which typically encourages its players to exert dominance over the competition would frame its worth as a battle, usually with cinema, as if this were a fight to be won, as if the winner would somehow usurp the loser, as if each venue for human expression didn’t have unique capacity for joy, wonder and meaning.

08:00 am, by johnyzuper4 notes

ozu-teapot:

Såsom i en spegel (Through A Glass Darkly) - Ingmar Bergman - 1961

Max von Sydow, Harriet Andersson

04:38 am, reblogged from /// sfumato by johnyzuper294 notes