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This Game Awards You Points For Smashing Real World Cameras

Gamification—the use of game mechanics in the real world—remains largely a joke, often relegated to a bullet point in a marketing strategy or manifested as an ineffective experiment. Some might even call it bullshit. But in Camover - a real life game about smashing as many CCTV cams as possible in Berlin, gamification is finally taking a decent turn. Now that's serious gaming.
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“Ahhhh! You’re doing it wrong!” — Said every designer watching their first usability test

“Ahhhh! You’re doing it wrong!” — Said every designer watching their first usability test | relevant entertainment | Scoop.it
I know exactly how you’re feeling right now. Usability Debt just punched you in the face…and it hurts.
Vivalist's insight:

Lol. I guess a lot of game designers can relate. It's tough to accept that what's thought as being cutting edge design is poor design for the targeted audience.

 

You feel like the artist that is not understood by the masses, you feel you're right and THEY are wrong... and... you're WRONG, unless the game is just for you and your genius friends in the first place.

 

Here is more on accepting your designer's fate

http://www.nngroup.com/articles/efficiency-vs-expectations

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Lily Wants To Be The Personal Drone You Buy For Selfies

Lily Wants To Be The Personal Drone You Buy For Selfies | relevant entertainment | Scoop.it

As the technology that lets professional drones capture beautiful shots from algorithmically-determined angles trickles down to more reasonably-priced consumer gadgets, it’s not hard to envision a family buying a drone to capture photos and video at gatherings so no one has to be left out by holding the camera.

That’s the market Lily is going after, and it’s building a family-friendly gadget and brand to reach them. 

Vivalist's insight:

compact, easy to deploy, waterproof... seems pretty foolproof too. Looking forward to trying one!

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How Will Wright is turning your life into his next simulation

Wright wasn't yet sure what he wanted to create, just that he didn't want it to feel like a utility, and that it would blur the line between content creation and consumption.

"Having my life be extremely available as a data source was really interesting to me," he says. "Maybe it's not about my day or personal life. It's about my interests."

So they came up with the concept of threads and Thred, a way of, as Wright put it, following along the path of someone's train of thought.
Vivalist's insight:

He's back!.. but not with a game. Will Wright is hooked to his iPhone and created an auto-telling app.

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Valve's Paid 'Skyrim' Mods Are A Legal, Ethical And Creative Disaster

Valve's Paid 'Skyrim' Mods Are A Legal, Ethical And Creative Disaster | relevant entertainment | Scoop.it

Valve and Bethesda's announcement of a jointly run paid Skyrim mods store has been met by nothing but fury from fans over the past 24 hours. Even modders, whom the idea is supposed to benefit, are coming out against the idea, which they deem detrimental to the entire community.

Vivalist's insight:

Mods have kept a game like Skyrim alive for years after many would have otherwise stopped playing. Bethesda is choosing to look at this like “why are these players not giving us more money?” rather than “wow, this is amazing advertising and community building for our franchise!” Modders usually love the games they mod, which is why they spend so much time on their creations. Changing the equation and turning them into employees is going to dishearten many of them, and attract the wrong sort of crowd.

 

SO, it did not take long before Steam announced they give up on the paid-mods system

http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218

And as usual, I love the Valve's tone of voice - honest & simple. They tried, failed and take the blow. Moving on.

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‘Apple doesn’t care': Why one longtime indie role-playing game maker has left iOS

‘Apple doesn’t care': Why one longtime indie role-playing game maker has left iOS | relevant entertainment | Scoop.it
In my repeated experience, any device more than a few years old loses the ability to run the new operating systems.

Programming for Apple devices has, for the 20 years I’ve been doing it, been a continuous hassle. Apple constantly makes the old code obsolete, forcing programmers to relearn and revise everything constantly. Sometimes, these changes lead to better devices and software. Other times, it’s just obnoxiousness with no gain for developers or users. It’s just something you learn to live with, until you give up.

And Apple doesn’t care. Why should they? In 2014, 500 games came out on iTunes a day. A day. I suspect that Apple would be ecstatic if 90 percent of game developers disappeared overnight.

 

I loved being an iOS developer. I though it was really cool, and quitting made me respect myself less as a developer. [but] sometimes a thing you want to do is too much hassle for the rewards. Part of being in business is recognizing those moments and making ugly choices.

Vivalist's insight:

It might be just one voice, a drop in the ocean, but the man has a point. Microsoft code is still valid 20 years after. Apple's code is not after 20months. It's another kind of planned obsolescence...

 

... Android / Linux is not a solution either - so Microsoft might have an opportunity to win back some devs' love with Windows 10.

 

http://www.theverge.com/2015/4/29/8511439/microsoft-windows-10-android-ios-apps-bridges

 

http://techcrunch.com/2015/04/29/microsoft-announces-continuum-turning-windows-10-phones-into-desktops/#.j31mmu:dldn

 

ALSO Microsoft launches Visual Studio Code, cross-platform code editor for OS X, Linux and Windows.

https://www.visualstudio.com/

 

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Former Disney execs "democratizing doing good"

Former Disney execs "democratizing doing good" | relevant entertainment | Scoop.it

Zig Zag Zoom is aiming to "channel the entropy" of players who have wanted to help causes but maybe were unsure of what they might do. "Seven out of ten young adults identify themselves as social activists but seven out of ten people aren't making an impact. They don't know what to do. Social activism is on the rise, sustainability is a big issue with all these companies right now - we're bringing these trends together with our mobiliz3 platform," says Former Disney Interactive executives Tom Kang

Vivalist's insight:

"It's like an airline frequent flyer program. As you play games, you get impact points and you're able to use those impact points for causes you care about," Kang explained to GamesIndustry.biz during GDC.

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OldSpice - Twitch

Old Spice Nature Adventure: Starts April 16
Vivalist's insight:

36K+ people already checked the page even though it won't be live until tonight US(ish) time. It is going to be a blast!

Old Spice is known to push the envelope in terms of video production so they won't show up with some half-baked BS... you can expect some major f*cked up moments :)

 

It might be the stepping stone to get Twitch OUT of the damn gaming scene and uncap its potential as 21st century TV... which has nothing to do with "video games" in the first place

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Very cool. Videogame based on Borges short story is in fact Borgesian

Very cool. Videogame based on Borges short story is in fact Borgesian | relevant entertainment | Scoop.it
The Statement of Randolph Carter

Robert Yang hopes that players of his latest game called Intimate, Infinite can be "patient" with its experimental nature. He made it across three months for makega.me's "Series" pageant, and is a multiple adaptation of Jorge Luis Borges's short story, The Garden of Forking Paths.... 


Via siobhan-o-flynn
Vivalist's insight:

"What Intimate, Infinite explores through the framework of The Garden of Forking Paths is how videogames allow us to experiment with alternative narratives and the infinite. Save states are good examples of this, as they allow us to load up a previous point in a narrative and explore its other possibilities. Likewise, checkpoints let us change the future by rewinding time and retrying to overcome what previously killed us.

Intimate, Infinite also goes far beyond speaking about videogames, and just like the riddles and textual puzzles that Borges employs, it introduces philosophical concepts such as modal logic, time paradoxes, and the ontology of possibility. It's an enigmatic text that has us think outside of our own linearity, but it always comes back to the same ending despite suggesting many other possibilities—it's made for interpretation; a starting point for complex thought."

 

you can check more entry from the Make Game's Series here:

http://forum.makega.me/c/pageants

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Mixed bag: Trans-media production blends film, drama, photo documentary and video games

Mixed bag: Trans-media production blends film, drama, photo documentary and video games | relevant entertainment | Scoop.it

The project’s genesis was “This Property Is Condemned,” a short play written by Tennessee Williams in 1946. And it turned into a drama. A film. A radio play. Twitter improvisation. A photo documentary. Live “streaming.” Video games.

 


Via The Digital Rocking Chair
Vivalist's insight:

“It’s like having a story with three chapters,” Tromovitch said. “Each on a different medium. Film. Play. Radio play. Soundscapes with visual images, music and words. An improv troupe on Twitter.”

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Tony Sauro:  "These days, William Shakespeare’s “all the world” is more than just a theatrical “stage.”  It’s a drama. A film. A radio play. Twitter improvisation. A photo documentary. Live “streaming.” Video games."

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Marvel Unlocks New Age of Ultron Trailer With Tweets

Marvel Unlocks New Age of Ultron Trailer With Tweets | relevant entertainment | Scoop.it

Fans of Marvel's Avengers film franchise rejoiced this week when they were treated to the third instalment of the Age of Ultron trailer. Marvel had promised to unlock the trailer if fans tweeted about it, and as Snickers did during the lead up to the Super Bowl, they kept their promise.

Vivalist's insight:

Marvel is rolling out its perfectly tweaked plan, one brick at a time. And this is a cornerstone. Can't wait.

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Filmmaker Spends Half His Life Designing A Video Game No One Will Ever Play

Filmmaker Spends Half His Life Designing A Video Game No One Will Ever Play | relevant entertainment | Scoop.it
Tobias and the Dark Sceptres, in which a blond, mouthless character battles the Source of All Evil in the Universe. But since the early aughts, the world has moved on from amateurish indie games to sophisticated technologies like the Wii. At 27, Butcher realized he’d spent (wasted?) half his life designing a game likely no one would ever play.
Vivalist's insight:

fun video to backup the story of the TRUE game quest: the game for yourself

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Animating Van Gogh: World's First Fully-Painted Feature Film

Animating Van Gogh: World's First Fully-Painted Feature Film | relevant entertainment | Scoop.it
It is a fantastic endeavor and nearly finished - a movie made up of 56,800 stop-motion paintings, all presented in the style and told by the characters of the tale's protagonist: Vincent van Gogh. ...
Vivalist's insight:

incredibly promising, but I can't help but think that it is only technical innovation. The bottom line is that I'm not sure I would find such a movie interesting for more than 4minutes...

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Chris Milk, Spike Jonze, and VICE News Bring the First-Ever Virtual Reality Newscast to Sundance

Chris Milk, Spike Jonze, and VICE News Bring the First-Ever Virtual Reality Newscast to Sundance | relevant entertainment | Scoop.it

Digital artist and video director Chris Milk, filmmaker and VICE creative director Spike Jonze, and VICE News have partnered to [...] producing the first-ever virtual reality news broadcast, and bringing a new dimension — literally — to coverage of the recent protests against police killings.

The film — "VICE News VR: Millions March" — takes viewers into the December 13 rally that saw 60,000 protesters descend on the streets of New York to demand greater police accountability. The experiment will premiere on the new VRSE app developed by Milk to distribute virtual reality experiences, and will be unveiled Friday at the Sundance Film Festival.

Vivalist's insight:

Chris Milk recently created an app called VRSE to broadcast VR projects. Here he partners with Spike Jonze and Vice to produce a first "video" that could change journalism for good - it's all about immersion.

 

Another project directed by Milk with the UN was shwon at Davos this year. It allows one to see the daily live in a Syrian refugee camp using VR technology. It is also available on VRSE

http://techcrunch.com/2015/01/23/un-launches-powerful-oculus-virtual-reality-film-following-syrian-refugee-girl/

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Eve Online: how a virtual world went to the edge of apocalypse and back

Eve Online: how a virtual world went to the edge of apocalypse and back | relevant entertainment | Scoop.it
As a microcosm of human activity, the game has been studied by academics interested in creating political models, and by economists interested in testing financial ones. In a universe where every bullet, trade, offer of friendship and betrayal can be tracked and its impact logged and measured, Eve offers a new way to understand our species and the social systems of our world.
Vivalist's insight:

The core experience of Eve's open world structure and the mechanims powering it could be exported in an infinite of other settings. Sci-fi might be the drive that get some interested, but earth would benefit from all the energy engaged to creating these socio-economico-political experiments.

And it would resonate to a much greater audience.

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GTA V Iphone app for ingame phone control - Arduino project

Fun project for control the GTA V ingame phone with iphone.

Arduino Leonardo with Ethernet shield, connected to the pc.
Run a webserwer (same as the arduino example, just added more URL)
Vivalist's insight:

Should have been native dev from Rockstar in the first place. Great hack.

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How Eve Online became a birthplace for stories

How Eve Online became a birthplace for stories | relevant entertainment | Scoop.it

Alex Gianturco [a] retired DC attorney in real life, in Eve Online, [is] a “ruthless space dictator.” [who] helped start wars, spied on enemies, orchestrated espionage missions and made a name for himself by leading the biggest and baddest group of players in the game.” As these individual actions ripple throughout Eve’s world, they sometimes result in thesprawling, expensive space battles that even people who have never played the game often hear about.

Torfi Frans Olafsson [...] is responsible for taking moments like these and building off of them. In practice, this means creating new games, and possibly a TV series [that] would take players’ stories and retell them from the ground up. “[W]e want to tell the full story of this universe, what it’s like on the streets: what is it like to live on a desert colony planet in the middle of nowhere,” Olafsson explained.

Vivalist's insight:

Create an open world allowing for emergent gameplays, let people populate and create their own stories then gather all the drama data and produce new content with it. That's the 21st century approach to transmedia - right there.

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The magic of TowerFall : Depth, simplicity, community

The magic of  TowerFall : Depth, simplicity, community | relevant entertainment | Scoop.it
TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Vivalist's insight:

"When we did the World Championships at GDC, I was a competitor, too. I think staying tight with the community helps with that, too. I think I have a good sense of what TowerFall needs."


This interview is THE pledge to consumer centric design.

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Microsoft (Yes, Microsoft) Has a Far-Out Vision

Microsoft (Yes, Microsoft) Has a Far-Out Vision | relevant entertainment | Scoop.it
At the meeting about HoloLens, Mr. Nadella told the team how he wanted the project to proceed. It was not going to be organized like Xbox, the company’s video game system, which developed as a semiautonomous republic. He wanted the group to be fully integrated into Microsoft.

That meant collaborating with people developing Skype, the company’s online voice and videoconferencing service, as well as the Windows and video games teams.
Vivalist's insight:

“You’re not going to ship this without making it work,” Mr. Nadella responded at the time. “One of the advantages of being C.E.O. is you say things like that and people rise to the occasion,” he said.

 

Looks like Microsoft's new CEO is getting things done, renovating this arrogant giant company into what it should always should have been.

 

Loads of great stuff is developed by Microsoft Research but poor management of innovation prevented the company to fully leverage on it in the past. HoloLens could be the game changer.

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Where Next for Reality?

Where Next for Reality? | relevant entertainment | Scoop.it

"we are entering an age of fluid reality"


Via The Digital Rocking Chair
Vivalist's insight:

good read exploring the potential impact of new technologies forcing a paradigm shift in our "life storytelling"

 

More interesting articles on the VR potential:

HOW TO MASTER YOUR THIRD ARM

BECAUSE IN A VIRTUAL WORLD, WHY SHOULD YOU ONLY HAVE TWO?

http://www.popsci.com/how-master-your-third-arm

 

CAN VIRTUAL BODY SWAPPING HELP FIGHT RACIAL PREJUDICE?BRAIN HACKING AND OPTICAL ILLUSIONS CAN INCREASE YOUR EMPATHY

http://www.popsci.com/how-master-your-third-arm

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The Digital Rocking Chair's curator insight, April 22, 3:12 PM


Robert Pratten:  "Stories are the way we make sense of the world. Our minds can’t deal with randomness and we see connections, causes and reasons even where there are none. Whether we are happy or sad, positive or negative, this is often the result of the story we construct – it’s the meaning we attribute to events and things that without human interpretation have no meaning. So powerful is story that the life we lead today is a result of the stories we told ourselves in the past.


We are entering an age of fluid reality."

Jeni Mawter's curator insight, May 4, 10:21 PM

Reimagining 'Reality' leads to Fluid Reality.

bladetriple786's curator insight, May 8, 11:16 AM

Material for my next poem

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Meet the Badass Muslim Female Super Hero We've All Been Waiting For

Meet the Badass Muslim Female Super Hero We've All Been Waiting For | relevant entertainment | Scoop.it
Burka Avenger has received worldwide acclaim for its success in reimagining and challenging what it means to be a Muslim woman or girl, from winning a Peabody Award to being nominated for an Emmy.

The show uses irony to captivate its audiences and convey larger themes. The subjugating burqa, which Jiya only wears at night to fight crime, is transformed into a symbol of empowerment as she fights villains with her own special martial arts, using books and pens, not guns or swords, as her weapons, and all with a silly twist — it is, after all, a kids' show.
Vivalist's insight:

the 3D treatment isn't top notch, but the initiative is worth mentioning. It's about time we get more representativity and inspiration for girls worldwide - regardless of where they live and what cultural/social/political environment they have to deal with

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Outland | Roger Ballen Photography

Outland | Roger Ballen Photography | relevant entertainment | Scoop.it

Outland is the culmination of almost twenty years work for artist-photographer Roger Ballen. Film maker Ben Jay Crossman takes us on a journey to the Outland to show us the mind inside the mind.

Vivalist's insight:

The video by Ben Jay Crossman is an ode to oddity. The footage is both beautiful and creepy as sh*t. The editing is mesmerizing, making great use of very short cuts including both sound and images. It's a blast!

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Google Maps will now transform your street into a Pacman level

Google Maps will now transform your street into a Pacman level | relevant entertainment | Scoop.it
Pacman can now be played in Google Maps, through a small button that allows anyone to play the game on real roads.
Vivalist's insight:

I cannot believe they removed it! A few days ago I checked it out and now it's gone. No more Pac Man in Google Map. I wonder when they'll realize they have a fantastic tool to play on, not only on April 1st...

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Interactive Docs for the Nonbelievers

Interactive Docs for the Nonbelievers | relevant entertainment | Scoop.it
A checklist of great interactive documentaries

Via siobhan-o-flynn
Vivalist's insight:

carefully selected references, out of the big business projects driven by marketing. Here are some very fine inetractive work, listed and reviewed.

 

It would then be a good idea to carry on with rich media articles produced by the New York Times, The Guardian or smaller and newer media outlet taking full advantage of all that the digital age can offer in terms of user experience.

Lots of journalists tend to see this kind of articles as a gimmick that prevent the readers from reading the actual press article - and sometimes it does. But well balanced, I'm convinced that all medias contribute to the immersion. There's room for text & pictures, along with moving pictures (thru WebGL) that blur the line with video, for soundbytes and field recordings, for videos, cartoon animations, etc...

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Computer-Assisted Authoring of Interactive Narratives - Disney Research Hub

new authoring paradigms and computer assisted authoring tools for free-form interactive narratives. We present a new design formalism, Interactive Behavior Trees (IBT’s),
which decouples the monitoring of user input, the narrative, and how the user may influence the story outcome. We introduce automation tools for IBT’s, to help the author detect and automatically resolve inconsistencies in the authored narrative, or conflicting user interactions that may hinder story progression
Vivalist's insight:

a way to make fluid narrative customization 

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The Rise and Fall and Rise Again of Game Design Rules

The Rise and Fall and Rise Again of Game Design Rules | relevant entertainment | Scoop.it

Game designers create rules.  It's practically the job description for what we do.  As game designers, we tend to see the entire world in rules, imagining how life can be better understood as a rules-based system, because rules-based systems are what we create.  In digital games in particular, these rules tend to be hard and fast - because a computer inherently only understands true and false, not shades of gray.  And since we spend our time thinking in rules, it's not surprising that many game designers attempt to apply the same rigor to the craft of making games that we do within the games themselves.

Vivalist's insight:

Looking (back?) on the 400 Project and elaborating on the use of rules (of thumb), not rigid laws, while designing games.

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