, released in 2011, adds an interesting twist to the classic boardgame: it introduces permanent, game-changing modifications to the board and game pieces every time it is played. Last year, the designer of the game, Rob Daviau, gave a fascinating talk on the design challenges inherent in such a game. The video of that talk is now freely available to watch
. [more inside]
posted by tocts
on Jan 7, 2014 -
There’s an old dream in game design. It drives the design of games like SimCity, Dwarf Fortress, Tropico, The Sims, and Prison Architect. I like to call it the Simulation Dream.
- Bioshock Infinite designer Tynan Sylvester on games, complexity, stories and simulation.
posted by Artw
on Jun 10, 2013 -
Take a copy of Monopoly, cover it in lye for a few days, boil from off the bones whatever flesh remains, and give the clean white skeleton a tasteful, minimalist paintjob, and you end up with ONOPO
, an extreme reduction of the original boardgame by Metafilter's own Matthew Hollett, aka oulipian
. Via mefi projects, hat tip to fastcodesign c/o Rock Paper Shotgun's always-lovely Sunday Papers feature.
posted by cortex
on Jan 20, 2013 -
"The experiences of women may not be easy to portray in the aggressive world of videogames. If such a game is made - and I hope it is - it will be because its creators demanded to be heard. It will be created because women made it." (Source)
While the vast majority of video game titles are designed primarily by men, women have been a part of video game development
since the earliest arcades. Here are some of their games: [more inside]
posted by subject_verb_remainder
on Dec 1, 2012 -
Both inside and outside the walls of Facebook, the story of social games has become one of dead geese and golden eggs, flatlined growth, formulaic games and shady practises. Many warned that the sector was slowing down, but sometimes giants need to fall. It needs to get bad enough before people start to really consider what's next... So what comes next?
posted by Artw
on Jul 31, 2012 -
How I invented games, and why not
- an essay by game designer Christian Freeling. Between 1979 and 1986 I invented some fourty abstract games, most of which can be found in the ArenA and the Pit. Dameo, HanniBall, YvY and Symple(x) are exceptions. Dameo's invention in 2000, after an incubation period of fifteen years, took two minutes. The invention of HanniBall and YvY in 2009 and Symple and Lhexus in 2010 were 'live' occurences decribed in a late arrival and a final whisper respectively.
Looking back now, from a safe distance, and with the benefit of hindsight, I'd like to clarify how and why I invented these games, and more specifically why not...
posted by Wolfdog
on May 11, 2011 -
"Trigger Happy is a book about the aesthetics of videogames — what they share with cinema, the history of painting, or literature; and what makes them different, in terms of form, psychology and semiotics. It’s offered under a CC license, for a limited time only. I’m not sure how limited that time will be, so grab it while it’s hot." [drm-free pdf]
posted by stavrosthewonderchicken
on Nov 22, 2007 -
Thinking with Type
The online companion to the book of the same name offers a nice little online primer on the finer points of typography, including my favourite new online game: Dumb Quotes. Remember kids: only you
can prevent poor kerning.
posted by Robot Johnny
on Jan 31, 2005 -