17 Matching Annotations
  1. Aug 2020
    1. you could imagine my extreme disappointment after i came back after a year and a half to find that the entire exploration map was about 80% smaller, every different island was within clear view of your starting island completely decimating any sense of adventure or exploration you could have had.Almost all materials could be collected and all items built within four and a half hours. Islands are literally numbered one to five to display they're level of danger.not only that but you were practically spoon fed each advancement in the game, it feels like it was taken from a greatly ambitious open world, exploration survival game that would take months to finish and achieve everything in. To now being an arcade style iphone app game catered to ten year olds that would foolishly enter their parents card details in order to buy 10,000 roblox coins.
  2. Jul 2020
  3. Jun 2020
    1. Oh, and of course, there’s the fact that “sit on the ground” is mapped to the same control as “strangle the nearest person”, which can apparently lead to some pretty robust brainstorming sessions.

      I love this!

    1. The net result is that in gaming, clever new interface ideas can be distinguishing features which become a game’s primary advantage in the marketplace.

      Innovation in the video game industry helps it solve the public goods problem. Tweaking the economics helps the high upfront development cost be recouped.

  4. Feb 2020
    1. I was able to use the "Gift to a Friend" link on HB on a game I already owned and was able to generate an email to a friend. They were able to successfully get the game.Seeing that my Steam account is linked to HB, I was more worried about clicking the "Reveal Your Steam Key" and getting hosed that way.
  5. May 2019
    1. Procedural Rhetoric. Bogost, I. In Persuasive games: the expressive power of videogames, pages 1–64. MIT Press, Cambridge, MA, 2007.

      "...the rhetoric of failure. Tragedy in games tends to find its procedural representation in this trope." (85)

      "Political video games in the sense I have articulated above are characterized by procedural rhetorics that expose the logic of a political order, thereby opening a possibility for its support, interrogation, or disruption. Procedural rhetorics articulate the way political structures organize their daily practice; they describe the way a system “thinks” before it thinks about anything in particular." (90)

      In thinking through This War of Mine, I'm interested in the notion that the game is designed to thwart winning, and indeed every choice the player makes bring them closer to survival or to morally bankrupt behavior or both. In many moments of the game's narrative, there are no good choices. In some play-throughs I have felt better allowing my characters to die than I have with exercising the power at my disposal, e.g. killing and robbing the old couple. And in a strange way, my characters seem to feel more comfortable with that choice, too. TWoM seems to fall somewhere in between Kabul Kaboom and traditional winnable games.

  6. Jan 2019
    1. ideas

      Watching this reminded me of a horror game I used to watch playthroughs of back in the day. Aqua Regia was used as a component to create acid at one point in the game. Thinking about it now, there were a lot of alchemy elements to that game... Go google Amnesia: The Dark Descent for a good time (and jumpscares lol)

    1. many psychologists simply accept an operational definition of intelligence by spelling out the procedures they use to measure it. . . . Thus, by selecting items for an intelligence test, a psychologist is saying in a direct way, “This is what I mean by intelligence.” A test that measures memory, reasoning, and verbal fluency offers a very different definition of intelligence than one that measures strength of grip, shoe size, hunting skills, or the person’s best Candy Crush mobile game score. (p. 290)

      Ironically, there is research showing that video game performance is positively correlated with intelligence test scores (e.g., Angeles Quiroga et al., 2015; Foroughi, Serraino, Parasuraman, & Boehm-Davis, 2016).

      Not every inaccurate statement in the textbooks was as silly as this one. Readers would benefit from browsing Supplemental File 2, which

  7. Jul 2018
    1. In Chile, the Rosas et al. study (2003) evaluated the effects of introducingeducational video games into the classroom and found indications ofpositive effects on learning, motivation and classroom dynamics.

      Good publication to look at research studies proving OCC and video game creations and educational tools were beneficial to classrooms

  8. Mar 2018
    1. FIDUSPAWN

      see: pokemon, digimon, beyblade, any other early 00's or late 90's 'mon.

  9. Nov 2017
  10. May 2017
    1. Video Game History Foundation is racing to preserve ephemeral gaming material and the physical documentation of video games.

      Would love to go to a museum like this!

  11. Dec 2016
    1. But she argues that, when it comes to machine design, it’s not exactly about giving people what they do or do not want. What matters, Schüll says, is ‘the accentuating, accelerating and elaborating that happens between the wanting and the giving’.
  12. Apr 2016
    1. window dressing

      @sorcha on twitter https://twitter.com/_sorcha/status/654787074273316864 writes: "I'm not convinced by your dismissal of 'window dressing' when the mimetic experience of historical games is such a big draw"

  13. Nov 2015
    1. Only four years old, Twitch already has 100 million viewers who consume 20 billion minutes of gaming every month. According to one 2014 study, Twitch is the fourth-­most-­visited site on the Internet during peak traffic periods, after Netflix, Google and Apple and above Facebook and Amazon. (Amazon bought Twitch in 2014 for about $1 billion, all of it cash.) And there is money in it for the gamers themselves, called ‘‘streamers’’: Fans can subscribe to channels for extra access, or they can send donations of any amount. Streamers with modest followings can make respectable incomes — hundreds or thousands of dollars a month — and the very top streamers are getting rich.

      (This is entirely peripheral to the subject of the article. I am making note of it because I have barely heard of Twitch until recently.)

  14. Sep 2015
    1. But in a digital world, how do we connect ourselves and our children to what were once oral traditions? Hollywood has accomplished some of these tasks. The recent screen version of J.R.R. Tolkien’s The Lord of the Rings brought us a classic story that is based on the epic tradition. Yet how many of us have stopped and talked with our children about the deeper meanings of this tale? As the sophistication of video gaming grows, can the power of this entertainment form be used to educate children about the pitfalls of following a herd mentality? Could these games help children develop their own internal compass in morally ambiguous situations? Or perhaps even help them think about their own ability to act heroically? And as we plow ahead in the digital era, how can the fundamental teachings of a code of honor remain relevant to human interactions?
    1. BushmanandAnderson and others have marshalled a lot of evidence looking at the experimental effectsof playing violent video games, and not only does it tend to increase aggression (althoughthat finding is a little bit controversial right now), but just as importantly, kind ofsaturatingyourself in these violent images and these violent games what it definitely does is itreducesyour cooperative, kind tendencies. So be wary of, or be mindful of, these violent,saturatedplaces of our culture.