not games

Aug 05

[video]

“I don’t think the growing attraction to open world games, experiential games, and thin play is coincidental. These are parallel phenomena that speak of an urge for a different kind of experience: one of being present in the (digital) world.” — Christy Dena
http://www.christydena.com/2014/08/whyfinding-making-3d-videogames-more-immersive-and-inclusive-of-more-play-styles/

Aug 04

“This is how you achieve your task, by following the game cues. I run down the path and I’m gone. I’m no longer in the world. I am a gamer playing a game. I’m taking cues from a designer and enacting them with my controller. I’m not in the forest, I’m on my couch in front of the TV with the controller in my hand. It is loud, my neighbours upstairs are loud. I’ve been sitting in this position for a while. I’m out.” — Christy Dena
http://www.christydena.com/2014/08/whyfinding-making-3d-videogames-more-immersive-and-inclusive-of-more-play-styles/

“I continue, and end up walking through water up to my face. But I know I won’t drown because the game won’t let me. Then I’m through in another area. I don’t bother to look around because I know no-one will come unless the game wants them too, (…) I’m not thinking about my attacker or where I am, or whether there is enough air, or whether I should have saved that girl. I’m thinking about the glowing puzzle in front of me.” — Christy Dena
http://www.christydena.com/2014/08/whyfinding-making-3d-videogames-more-immersive-and-inclusive-of-more-play-styles/

Aug 01

“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

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.

Jul 29

“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.” — http://simogo.com/2014/07/28/simogo-presents-the-sailors-dream/

Jul 24

“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.” — PrescriptionPixel
https://www.youtube.com/watch?v=LOs0qgyNtaA

“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.” — Cactus
http://gamasutra.com/blogs/NicoSaraintaris/20140703/220268/We_Ask_Indies_Cactus_creator_of_Hotline_Miami_and_tons_of_other_weird_titles.php

Jul 22

[video]