373 posts tagged with games and videogames.
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I Have Created 50 Games This Year

Kenta Cho of ABA Games has released 50 minigames this year. They are all free to play on his site, with source. [more inside]
posted by 23 on Dec 15, 2014 - 25 comments

The Fall of THQ

At its peak in 2007, the company owned more than 15 game studios, most of which were part of the well-oiled licensed games machine. It had $500 million cash in the bank and revenue exceeding a billion dollars. It was printing cash. By 2013, its shares had plummeted to 11 cents each.

posted by Elementary Penguin on Dec 13, 2014 - 25 comments

Students applauded and were visibly moved in the game's final moments

The best learning games are always fun. Try playing them yourself and see if you enjoy them. No matter how advanced your understanding of the subject matter, a good game should still be fun. I've understood algebra and number partitions for decades, but DragonBox and Wuzzit Trouble are still challenging puzzlers that I like to fiddle with on long airline flights. All good games offer challenges in intuitive ways. In fact, this is the reason games work so well for learning: Players are intrinsically motivated to identify and succeed at understanding the game's mechanics.
The MindShift Guide to Digital Games and Learning provides a basic introduction to the use of video games in education, gives several thought-provoking examples, and points to numerous sites with related goals, including Edutopia's articles on game-based learning and Graphite's reviews of digital games with educational content. Meanwhile, this being what The Guardian has just called "Board games' golden age," resources such as Play Play Learn, BoardGameGeek's Games in the Classroom, and The Dice Tower's recent countdown of "Top Ten Games for the Classroom" offer interesting options for the tabletop as well. [more inside]
posted by Monsieur Caution on Nov 25, 2014 - 5 comments

"I had no idea. You won't either."

Hey, Parents. What Minecraft Is Doing to Your Kids Is Kind of Surprising. - A comprehensive look at how Minecraft is enabling kids (and adults) to be more creative, collaborative, and aware of some harsh life-lessons. [more inside]
posted by quin on Nov 22, 2014 - 42 comments

BE GARBAGE OF CESSPOOL HA HA HA

Classics Of Game, a series of short-and-surreal context-free game videos, has mysteriously resumed updating after seventeen months. (MLYT)
posted by BiggerJ on Nov 17, 2014 - 19 comments

The dogs are green marbles

Writing for Rock, Paper, Shotgun, Alice O'Connor shares her favorite excerpts from her collection of the readme files included in game mods.
posted by gilrain on Nov 14, 2014 - 23 comments

U JELLY, CURIOSITY?

xX| Kerbal Space Program MLG_PRO_SKILL | NO_MECHJEB | 360°_ORBITS |Xx
posted by Foci for Analysis on Nov 13, 2014 - 37 comments

Cursors

Cursors is a fascinating maze game where you have to cooperate with others with very limited ways of communicating.
posted by Foci for Analysis on Oct 19, 2014 - 58 comments

Let Me Tell You About Homestuck

5 years.
7,000 pages.
13,000 panels.
700,000 words. [Approximately the length of the Bible.]
Over 3 hours of animation.
Over 23 hours of soundtrack.
15 separate games, in 3 unique styles.

PBS once called Homestuck the "Ulysses of the Internet". Its author, Andrew Hussie — who resembles Joyce in his impishness, stylistic maximalism, and fondness for disturbing smut — calls it "a story I've tried to make as much a pure expression of its medium as possible". It has become a cultural phenomenon, inspiring proms and dominating Amazon makeup reviews. But most importantly, it's a rollicking good read, equal parts slapstick and epic, bildungsroman and cultural commentary.

What on earth about it makes its fans so overly zealous? And how the hell does one start the daunting process of reading Homestuck? If you're even the remotest bit curious about this Internet phenomenon, the following is a teensy-weensy introduction to just what makes Homestuck so terrific. [more inside]
posted by rorgy on Oct 16, 2014 - 231 comments

Visualizing Game Flow

Reversing the Design: The Two Games of Chrono Trigger is an essay that examines the way that Chrono Trigger tells a story in two parts to the player using every aspect of the game's design. Aside from analyzing the game story itself, the authors also look at things like weapon power, player agency, quest design, graphics, dungeon layouts, boss scripting, and the battle system. The essay concludes with a list of design considerations that can be applied from Chrono Trigger to games of all genres.
posted by codacorolla on Oct 13, 2014 - 39 comments

Very, very, very low graphical settings

Skyrim optimized for a netbook changes the look of the game to something completely strange and different. [more inside]
posted by codacorolla on Sep 9, 2014 - 31 comments

Download vs. store-bought games. Which is hotter?

Downloading video games from the Internet creates a larger carbon footprint than driving to the store to purchase the same game on a Blu-ray disc, according to findings published in the Journal of Industrial Ecology. [more inside]
posted by stbalbach on Sep 4, 2014 - 55 comments

Ruin Jam 2014

"Ruin Jam is a game jam celebrating the nonexistent demise of video games, inspired by a lot of current events and a certain blog post. It's open to anyone and everyone who has been, is being, or plans to be accused of ruining the games industry. All Ruiners are welcome to contribute to the death of video games, provided that they adhere to the spirit of the jam." [more inside]
posted by brundlefly on Sep 2, 2014 - 114 comments

What does it mean to follow Metroid?

Maddy Myers of Paste magazine connects the influence of the film Alien on the game Metroid and looks at how subsequent imitators have failed to live up to the promise of Metroid's original design. 'Troid Rage: Why Game Devs Should Watch Alien—and Play Metroid—Again
posted by codacorolla on Aug 11, 2014 - 14 comments

DO YOU CUT OFF YOUR ARM OR EAT A BABY?

"When I saw Snowpiercer, I thought, they’re working. I’ve never seen a movie be more like a video game and work. Everyone I knew called it "BioShock on a train", which is good shorthand, because it means you know you can expect an apocalyptic dystopia, with class struggles drawn grotesque, confined to a failing industrial space. Boom! Video games' language is useful!" [more inside]
posted by postcommunism on Aug 5, 2014 - 134 comments

No Skin Thick Enough

The Daily Harassment of Women in the Game Industry. "It’s telling that men in the gaming industry, or simply commentators, refuse to listen to the reality of these situations and try to help. They’d rather talk over women and convince themselves of a fictional reality that’s more comforting."
posted by Librarypt on Jul 22, 2014 - 16 comments

TRIBES. TRIBES. TRIBES.

Before the release of Tribes 2, IGN interviewed the band Motley Crue about the theme song that they'd been contracted to do: "Then this new game came up, Tribes 2, and it was very up Motley Crue's alley. It was high-energy, very intense. We actually wrote music specifically for the game, as well as taking a few tracks off of the new album, and we're extremely excited about it. Now they're actually going to digitize us and put us in the game." The deal appeared to fall through, and the song was lost to time. However copies still exist on the Internet.
posted by codacorolla on Jul 17, 2014 - 10 comments

I rode my mountain bike over the continental divide and it was so Galaga

"Galaga" is an excerpt from Michael Kimball's book of the same name about the classic arcade game of the same name. Kimball is also the author of the heartbreaking novel Us and the experimental non-fiction Michael Kimball Writes Your Life Story (on a postcard), his selected favorites from which are 45, 46, 51, 52, 54, 66, 70, 75, 86, 98, 99, 100, 101, 102, 103, 112, 114, 118, 128, 129, 131, 133, 160, 165, 167, 171, 192, 195, 199, 209, 216, 221, 225 and 240. Postcards 54, 75, 98, 114, and 225 feature non-human subjects. 131 is Tao Lin, and 128 is Kimball himself. [Via.]
posted by Monsieur Caution on Jul 12, 2014 - 21 comments

Yes, yes, hadouken, but why hadouken, and when?

"How to play Street Fighter: a fighting game primer for everyone" explains the dynamics of how 2D fighting games work and why.
posted by Pope Guilty on Jul 8, 2014 - 29 comments

Yo ho ho and a bottle of stimpack reskinned as rum!

Yo ho, matey! Ever get to sorting through Doom mods and think "Wow, that's a lot of techbases and hell castles. I'd really prefer something a bit more Monkey Island-esque"? If so (and even if not), you'll want to check out Pirate Doom, which dresses up Doom monsters as pirates (down the Imps' fancy hats) and sends the player through 18 levels of pirate-demon action! Rock Paper Shotgun has a quick writeup, Doomed has a review of an older version, and here's a video of level 2, "Melee Island", to give a good idea of what you're in for. [more inside]
posted by Pope Guilty on Jun 23, 2014 - 10 comments

SERVER SMASH

Waterson and Mattherson, the only two US east coast servers for the MMOFPS Planetside 2, are merging this month. On hearing the news, players from each server began talking smack, smack that quickly escalated to a call for a Server Smash, a 240 vs 240 campaign lasting 2 hours on one of the Planetside continents, to decide the surviving server name. [more inside]
posted by Slackermagee on Jun 19, 2014 - 8 comments

VVVVVV: Make and Play Edition

Terry Cavanagh's indie hit VVVVVV was an instant success, melding a Commodore 64 look and feel to a difficult but forgiving platformer whose only controls are move left, move right, and reverse gravity. The second edition of the game expanded from Windows and OSX to Linux, and added a level editor which could be used to make and export custom maps. Today, Cavanagh has announced VVVVVV: Make and Play Edition, which contains only the level editor and the ability to play custom levels, and which can now be downloaded for free for Windows, OSX, and Linux.
posted by Pope Guilty on Jun 12, 2014 - 19 comments

“Video games are bad for you? That's what they said about rock n' roll.”

A Short History of Game Panics: [Boing Boing] "Do you know where you child is? Watch out: they might be in an arcade! Jesse Walker of Reason Magazine on video gaming's juciest moral panics." [Previously] [Previously] [Previously]
posted by Fizz on May 15, 2014 - 34 comments

This is why we can't have nice things.

"Naturally, the record for the largest and most costly single engagement in EVE history was expected to stand for some time. It didn’t."
posted by Evilspork on Apr 8, 2014 - 48 comments

Indie Ain't Just a Word

Jared Rosen offers a postmortem of GAME_JAM, a failed reality show about game development produced by Maker Studios and sponsored by Pepsi. Contestants Adriel Wallick, Robin Arnott, and Zoe Quinn also offer their perspectives.
posted by gilrain on Mar 31, 2014 - 46 comments

Then the game gets interesting again as you will be back to trains.

Crates in video games. (previously) Trains in video games. Birds in video games. Wall art in video games. Luchadores in video games. Foliage in video games. (previously) Logic in video games. Easter eggs (secret content) in video games. Normal eggs (and other food) in video games. Toilets in video games. Improved women's armor in video games (slightly NSFW). (previously) Bears in video games. Mickey Mouse in video games. Love in video games.
posted by Evilspork on Mar 18, 2014 - 21 comments

Female portrayal in video games

QCF Design talks about making their game Desktop Dungeons more gender neutral. [more inside]
posted by arcolz on Mar 4, 2014 - 27 comments

Steam Tags

This past week the digital game distribution service Steam unveiled a new beta feature: user contributed tags for games. Unsurprisingly, the feature was quickly abused, leading to Steam introducing means to moderate tag usage. The plus side to all of this is that you can now play a game where you match Steam tags to the games they describe! Steam Tags: The Game
posted by codacorolla on Feb 15, 2014 - 31 comments

Archive.org Makes Microcomputer Software Lives Again, in Your Browser

Archive.org is known for archiving a great number of things, broadly classified in terms of the web, written and printed text, studio audio and live music, and video. The most recent addition comes in various realms of software, as outlined by Jason Scott (MeFi's own jscott). But the newest addition is notable because it brings old software back through online emulation - behold, the Historical Software collection, from productivity software like VisiCalc (1979), WordStar (1981 Osborne 1 version), and The Print Shop (1984, NYT review) to vintage games including Eastern Front 1941 (1981), The Hobbit (1982), and Karateka (1984). If you're interested in the way this all works, you can read more on the Archive.org blog.
posted by filthy light thief on Feb 13, 2014 - 45 comments

Cube

Cube: A Video About Video Game Graphics
posted by flatluigi on Feb 8, 2014 - 19 comments

Ridiculously comprehensive overview of the Nintendo GameCube's lifespan

A Dolphin's Tale: The Story of GameCube
The company discovered that many gamers became personally attached to their consoles. They would take their consoles over to a friend’s house to play, or they would move their console from one room to another. Nintendo decided to include a handle on the GameCube to give it portability and a more personal, friendly look.
posted by porn in the woods on Jan 24, 2014 - 35 comments

The Slippery Slope of Video Game Sales

When Jason Rohrer's Castle Doctrine hits Steam later this month, it will be on release sale for 12 dollars. After that, it will be 16 dollars. Forever. Rohrer talks to Giant Bomb about why he thinks constant sales are bad for games. (previously)
posted by graventy on Jan 23, 2014 - 100 comments

An Observer's Guide To Pony Fanwork

How much My Little Pony: Friendship is Magic fan content is there out there? LET'S FIND OUT. A few highlights:
What I Learned Today, morals to episodes
Twilight adjusts to a Season 3 plot development
Apogee, random, catchy
Celestia and Luna play Resident Evil 4 (repurposed from Two Best Friends)
The best of Sweetie Bot, from Friendship is Witchcraft
Slice of Life, a very well done fan Tumblr
How much more could there be? Well.... [more inside]
posted by JHarris on Jan 23, 2014 - 126 comments

Hard Type

InsaneDifficulty.com is a community site dedicated to modifications of classic games which make them more difficult and complex. There are many games hosted by the community: Chrono Trigger, Super Mario RPG, Final Fantasy VI and Dark Souls among others. Most mods are supported in dedicated forums (including installation instructions) on the site's message boards.
posted by codacorolla on Jan 16, 2014 - 53 comments

Making Your Own Fun

A tumblr collecting unusual ways to play videogames.
posted by zamboni on Jan 14, 2014 - 22 comments

Objects in your crosshairs are exactly the size that they appear to be

This tech demo video from Pillow Castle Games (of Carnegie Mellon) showcases an innovative first person puzzler using the optical illusion of forced perspective.
posted by codacorolla on Jan 9, 2014 - 17 comments

Enough games to keep you occupied until 2015

freeindiegam.es has posted a bunch of "Best of 2013" lists for your enjoyment. Some of the games can be played in your browser (HTML5/Flash/Unity); others require a download—but they're all free! (And indie!) [more inside]
posted by escape from the potato planet on Jan 1, 2014 - 22 comments

Game developers you should know

Twenty game developers you don't know, but should
posted by mediareport on Dec 27, 2013 - 29 comments

Video Game Foliage

Video Game Foliage. "Making spaces for games is a strange and interesting art. Not being bound by physical limitations makes it possible to create impossible structures, but being bound by the technical limitations of modern computer graphics makes it difficult to create accurate simulacra of even simple objects. So video games cheat, using approximations to create the desired aesthetic result. Plant approximations are especially hard, since organic structures tend to be difficult to describe in terms that graphics cards understand. This creates an interesting design constraint. How do you create representations of plants given the limitations of realtime rendering? I plan to use this blog to show a bunch of games that choose different answers to this question. I hope you’ll join me in looking into the weird world of video game foliage." [more inside]
posted by kmz on Dec 19, 2013 - 31 comments

A Lost World

In the 90s there was a niche Japanese game development house called Human Entertainment, which was perhaps most famous for its Clock Tower series, and was also the launchpad for the career of Suda51. Before they folded in 1999, they released one final title: the massive open world detective game known as Mizzurna Falls. [more inside]
posted by codacorolla on Dec 15, 2013 - 10 comments

Twenty Years of Ultra-Violence

Twenty years ago tonight, id Software uploaded Doom to an FTP server at the University of Wisconsin-Madison and completely changed the video gaming industry. [more inside]
posted by Pope Guilty on Dec 9, 2013 - 92 comments

"This is a military base! A military base needs explosive barrels!"

Fire Point is a free downloadable puzzle-platformer (Windows only, sorry) with retro graphics and a cheerful chiptune soundtrack. Use your fire hose and ladder, along with portable fire extinguishers, to fight fires and rescue people from the blazing infernos! A trailer is available here.
posted by Pope Guilty on Dec 4, 2013 - 4 comments

An Illusionist in Skyrim

This is the diary of me attempting to play Skyrim using only Illusion magic: I'm not allowed any weapons, armour, or magical items, and I can't attack anyone directly.
The first entry is here, or you can see all entries to date here.
posted by cthuljew on Nov 25, 2013 - 81 comments

What is a castle? A miserable little pile of recurring rooms!

You might've noticed that the castles in the various Castlevania games, while different in every game, often feature similar areas and architectural ideas from game to game. You probably haven't gone to the trouble to catalogue these common components and their recurrences in the sprawling Castlevania series, but this is the internet, which means that somebody has.
posted by Pope Guilty on Nov 19, 2013 - 12 comments

Billions and Billions of Path Traces

The Physics of Light and Rendering is a talk given at QuakeCon 2013 by John Carmack, co-creator of Doom, Quake, and many other games at id Software and beyond. It provides a detailed but surprisingly understandable history of 3D rendering techniques, their advantages and tradeoffs, and how they have been used in games and movies. (SLYT, 1:32:01, via)
posted by cthuljew on Oct 17, 2013 - 9 comments

Nostalgia, Brought To You By Web Technology

The original MacPaint brought back to life in HTML5. Plus: Mario Memories.
posted by Bora Horza Gobuchul on Oct 10, 2013 - 44 comments

Prêt-à-Jouer and Videogame Couture

What happens when we stop thinking about videogames as cinema and instead think of them through other media, like fashion, dance, or architecture?
posted by rollick on Oct 8, 2013 - 23 comments

Giant Bomb

PayPal locked down the developer’s account, and said it could only have 50% of the funds. The rest would be released as development continued, based on PayPal’s assessment of the situation. PayPal was, essentially, going to become a producer going forward. Crowdfunding's Secret Enemy is PayPal
posted by East Manitoba Regional Junior Kabaddi Champion '94 on Sep 20, 2013 - 73 comments

It's not weird for girls to play videogames!

Elizabeth Simins is an illustrator and a gamer. The latter wasn't always easy, though, which she illustrates in a four-part comic on growing up as a girl gamer.
posted by gilrain on Sep 16, 2013 - 77 comments

300 Game Mechanics (give or take)

This is my attempt to document three hundred different gameplay concepts of my own creation. Sean Howard, creator of the webcomic A Modest Destiny, started publishing ideas and examinations of game mechanics once a day in 2007. After fifty days he quit the daily schedule, but he's up to 168 ideas and also has a small collection of prototypes and free-to-use pixel art. [more inside]
posted by 23 on Aug 4, 2013 - 40 comments

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