The makers of this much-anticipated interplanetary adventure believe a new era of players will demand very different experiences from their games [...] Since Minecraft was first released in 2011, it has engendered a new era of game design – and gamer – that is more about player experience and creativity than it is about a drip-fed narrative. Right now, the players who are in to open-ended games like Minecraft, Terraria and Day Z represent a niche – but soon they will be the mainstream."
Procedural world creation allowing devs to build entire universes along with real persistency, systemic gameplay and dynamic events are going to bring gamers in radical new directions in the future :)
While many games appropriate paper textures or have some kind of paper aesthetic, State of Play took things one step further and built the sets for each puzzle, photographed or filmed them, and then set everything in motion with code. The result is a breathtakingly beautiful puzzle game starring an intrepid girl who tries to solve the mystery of her missing grandfather.
I'm in love. THAT's video game for me: innovation with no boundaries to find interactive and beautiful new ways to have fun.
Erling Sævarsson is a freelance artist with over 15 years experience across games, advertising and film. He most recently spent six years working at CCP, on the ill-fated World of Darkness MMO, a game we will never get to play, but whose art we can at least appreciate.
"Serial" is a new show from the producers of "This American Life" that has, in two short months, become the most downloaded podcast in the world. For the entire first season, it's covering a single murder case -- the murder of high school student Hae Min Lee, which took place near Baltimore in 1999. Each episode of "Serial" takes a different angle on the crime and the conviction of Lee's ex-boyfriend Adnan Syed, who has been in prison for fifteen years based on one witness's shaky testimony.
Awesome to see that an audio fiction format can be meet with such a success!
Sleep No More is the most recent incarnation of an immersive, site-specific, interactive work of theatre created by British theatre company Punchdrunk, based on Punchdrunk's original 2003 London production, their 2009 collaboration with Boston's American Repertory Theatre, and William Shakespeare's . The company reinvented Sleep No More in a co-production with Emursive, and began performances on March 7, 2011.
Wordless theatre with audience wearing masks and asked not to talk. It 'tells' the story of MacBeth. You have up to 3hrs to move freely within the 5-floors building. You can then follow one specific protagonist or stay in one room to see what happens there.
I'd really like to live that experience. It's such a unique perspective on theatre performance.
MegaBots, Inc pits 15-foot-tall piloted humanoid robots against each other in the sport of the future: epic arena combat!
They will probably miss their Kickstarter mark, but it doesn't mean they are going nowhere. They probably get noticed by some VCs who have better things to do than put 10 grants on the table and will put 1000 instead. Promising. It does llook like the ultimate entertainment form :)
In short: Vainglory is without a doubt the best MOBA that has or will be made for touch screen devices. It's a giant fish in a very small pond and if the pond grows into an ocean, it's only because of this game.
Deep analysis of both the game and the ecosystem it has to live in. Great game design read.
It's a natural extension of stream's services offer, but it can in no way compete with Twitch. But they chose to change those 3 points, they will annihilate all competition in a second. Because they have the most engaged community of users.
It’s easy to paint board games and video games as natural enemies. At one end of the stereotype are the traditional gamers arguing over increasingly obscure interpretations of the rules and turning to manuals thicker than a phone book to arbitrate; at the other end are the video gamers, dazzled by bright lights, surrounded by mountains of technology, and winning by virtue of reaction times rather than any actual thinking.
Of course, both stereotypes are wrong, and the overlap between board gamers and video gamers is huge. And for good reason: each medium provides its own unique joys.
article exploring the cross-over between video and board gaming made possible by new technologies.
Games industry professionals and other respected content-makers can foster tolerance and inclusivity
Very interesting study from Lancaster University on the way gaming community can differ greatly from one to the other, and how influencers in these communities stir them one way or another.
“When powerful people, in this case the video producers who are revered by their young fans, use language that promotes tolerance and inclusiveness, there is a trickledown effect where young people begin to avoid homophobic language themselves,” said Dr Amanda Potts, a researcher at the university’s ESRC Centre for Corpus Approaches to Social Science.
If I had to sum up people's reaction to Far Cry 4 in a single sentence, it would have to be: "Fuck these birds."
Far Cry 3 was in my top 5 games of all time. One of the reason was the first time I got attacked by a crocodile. It freaked the sh*t out of me. So unexpected, so entertaining. Video game in its full essence.
Thought it would be difficult to top that. Well, they just did in Far Cry 4. Eagles are terrifying bastards :)
One of my biggest gaming regrets is that I've never taken the time to really dig deep into EVE Online. This latest trailer, featuring the voices of actual players, is a monument to what everyone else is missing.
Same here, never got into Eve Online for real. But I know what I'm missing. I envy these players. It takes some dedication to get to that level so there is no 13 years old impatient kids yelling "noob" in your ear... instead there is constructive emulation of what multiplayer should always be.
The House of Horrors is part of YouTube Spaces’ tent-pole programming initiative, a mission to bring together creative people around cultural events. The shorts were shot from Sept. 22 to Oct. 28. Legendary will offer one creator a development deal to realize the full potential of their idea.
On Oct. 17, del Toro consulted with a selection of creators from each region on rough cuts of their videos. Most of the consultations were done via Google Hangouts...
a good roll out for Google's take at collaborative spaces - virtual AND physical