The potential we saw in Apple’s devices to become a disruptive force has dissipated. Where we once saw a promising new marketplace of fresh ideas, unrestricted creativity, and daring new ways to play, the App Store of 2014 is swamped with cash-guzzling junk, shameless knockoffs and predictable sequels. Games worth discovering still exist, but they mostly dwell on the fringes and in the shadows, while endless horror stories suggest that paid-for games are simply no longer profitable and are dying out. What happened to the iOS gaming revolution?
A retrospective look at Apple's failure to disrupt the game market. I never really understood why people where putting so much expectation in this, but it clearly did not happen.
The New York Times and PBS' documentary series POV will produce an online docu-series with companion articles and interviews. The first documentary, The Men of Atalissa, was made available over the weekend on pbs.org/pov and a rich media article on nytimes.com
Once again, the NYT pushes the envelope with a rich media experience that tells a story with great impact and depth.
Photo & videography is beautiful, and the use of these sorts of .gif in the text as video player place holders is VERY smart.
This is clearly XXIst century journalism. I will not regret the paper era AT ALL. It simply cannot compete.
I wouldn’t want to undo the last few years. I like who I am now, and I like where my life is headed. I’m not asking to turn back the clock. It’s just sometimes I wish I could preserve those carefree nights around a kitchen table in some kind of pocket universe, slip comfortably out of my “adult” life for a few hours and return to a time when all that mattered was my friends and I and the next roll of the die.
Here is a beautiful article expressing all I think about this game and what makes it special. It nails it. By playing the game, you write memories down, so play it with the same folks until completion and you'll have achieved something - an ode to friendship.
Two episodes into the series, True Detective dropped a reference to one of the strangest, most compelling tales in the canon of weird fiction: Robert W. Chambers' The King in Yellow, a collection of short stories published in 1895. Knowing this book is key to understanding the dark mystery at the heart of this series.
"This collection of stories has influenced writers from H.P. Lovecraft and Raymond Chandler, to Robert Heinlein, Grant Morrison, Neil Gaiman and George R. R. Martin. The King in Yellow and his legendary city of Carcosa may be the most famous character and setting you've never heard of."
Web-based video projects are blowing the lid off the traditional, linear form of storytelling. Interactive documentaries such as Pine Point and 17,000 Islands make a tangible connection between the content and the audience, turning viewers into participants.
"Hollow", an interactive web-based documentary that examines rural life in America through the keyhole of impoverished McDowell County, West Virginia, is a poster child for this story form because of the risks it took with technology and narrative.
Welcome to the Catanosphere! Do you want to make a great centerpiece for your board game sessions? Do you ever look at the surface of your game table and think it's a little plane? Do you love Settlers of Catan, but sometimes wish it could be a bit less Euclidean? Then wrap your head around this...
very creative re-design that could inspire way beyond Settlers of Catan
We've talked about the Outerra engine a few times here on Kotaku, and every time we do, someone invariably asks "but what is this actually for"? Well, here's one application: it's great for making a 1:1 recreation of Middle Earth.
"It’s not unlike the rig built by Autodesk to show their 123D Capture software, save for the next step: instead of a fixed 3D render, the output gets assigned to a wireframe that generates the controllable articulation, allowing your digital character to mimic human movement — running, jumping, and even breakdancing becomes a snap."
Sherlock fans will now be able to download an interactive app from the show, giving them previously unseen footage of Benedict Cumberbatch and Martin Freeman.
I'd like to see in what extent they balance additionnal storytelling "exclusive footage" with more dynamic quests. Is there an added value to experience WHILE watching the show or is it a wait-for-next-season kind of app/content.
Warner Bros. is leading an $18 million investment in Machinima, the once-dominant videogame-focused YouTube multichannel network that has been bleeding money and losing millions of viewers. [...] The new funding could set Machinima on a path to long-term viability. The studio believes it can help rebuild Machinima into a more vibrant player.
No insights on the reason why the audience is "evaporating" but it is a safe deal for Warner. as the investment is relatively small compared to the potential reach: 0.056USD/registered user :)
Now here's a clever (but complicated) way to get your kid excited to finish their homework: build them a mission control center under their desk. At least, that's what this man--who is clearly gunning for some sort of father of the year award--did.
O2 has created a new Oculus Rift programme that lets users of the virtual reality headset train with the England Rugby team.
looks like a very immersive experience! great use of the technology from what I see. There is always the frustration of not actually moving while "playing". This is the main drawback for me. Not everybody will integrate a treadmill in their setting!
Globe4D is an interactive installation for immersive globe viewing. It allows people to learn and communicate about different phenomena on earth and other planets and see how these have changed over time.
Interactive visualizations on a physical sphere can be turned and viewed from all angles. Topics range from continental drift to changing seasons and from natural disasters to airplane routes.
Gackenbach noted that some heavy gamers seem to be non-plussed by dreams that would qualify as nightmares — namely, those that present frightening or threatening situations. In fact, gamers seem to readily take control over (and even enjoy) such unpleasant nighttime illusions.
Interesting point on an unexpected effect of hardcore gaming... Nightmares, come and get some!
Transmedia storytelling usually ends up in the shape of alternate reality games, which all-too-often become scheduled, passive on-rales experiences for the user. How can content creators make it more meaningful?
great point made about ARG being way too passive and scripted when real life and location based events could be enriched by the player's experience.
For pictures with a dense amount of information on them, such as infographics, it’s important not just to resize a smaller version of a big image, but to load in a completely different image that’s best for that screen.
The BBC pushes the envelope of storytelling, facing the hard fact that viewers experience content through many media now. With more and more of these media being mobile one, the design has to adapt to new requirements.