Imagine yourself on the bridge of a starship exploring the galaxy. Whatever the mission may be, whether diplomatic, scientific, or military, you and your fellow crew mates must perform your individual jobs in concert to successfully operate the ship
Not only the game is a great co-op effort, but the design team is a father and his two kids. I like that story!
Remember back in the day, playing with your big Tonka truck, running it through everything, feeling like it was an awesome monster truck... well you can now drive it as if you were actually sitting behind the wheel thanks to taht instructable project
Most video games, it's safe to say, revolve around fighting: whether you're a soldier shooting up terrorists or a plumber stomping on Koopa Troopas, there's almost always going to be combat of some sort.
As the average gamer is not getting any younger, it might be the right time to make games that actually access the changes in our lives.
And hopefully, the dev won't get twitter post wishing that he dies in a car crash with his entire family or other delicacies like that.
How can projected imagery traverse the digital-physical divide to interact with physical objects and surfaces in the environment? HideOut explores how mobile projectors can enable new forms of interaction with digital content projected on everyday objects such as books, walls, game boards, tables, and many others.
can definitely see inspiring uses for interactive books and A/R board games
The Silent History is a story in app form about a near-future epidemic of EPR—emergent phasic resistance, "a congenital disorder characterized by the inability to generate or comprehend language of any kind." It's all very meta—a story about the loss of language, which of course is the tool we use to tell stories, that was itself a re-tooling of the way we tell stories.
I very much like the structure: presented in serial form—one chapter per weekday for roughly six months. The story is told through 120 "testimonials"—short accounts from parents, doctors, teachers, and a variety of other participants that together form a sort of oral history of the silent phenomenon.And it takes place in 100+ locations on six continents.
It also features a number of "field reports"—site-specific accounts that can only be read when you are physically located at the place where they happened. These are enabled by GPS technology, but the technology itself is not the point. "It's the experience of standing there reading the thing," Horowitz [the publisher] said, "and then piecing together—seeing the scratch in the pavement, seeing the broken window, seeing the strangely ornate banister and piecing that together in your head, kind of like an investigator or an archaeologist."
The Battle For 6VDT-H may be in need of a snazzier title, but just about everything else about the engagement - the largest space battle in internet history (and by lame default world history) - is fascinating stuff.
More than 4000 pilots were involved in an epic battle between 2 alliances in EVE Online last weekend.
I love how that game engage players in a persistent world with strong structure and hierarchy. It's so much better than scripted adventure!
Desdemona Bandini: "Not just a new film, “The Cosmonaut” is a labor of love four years in the making, crowdsourced and created with a plan to test the boundaries of transmedia content distribution worldwide."
This week gamesindustry.biz published an interesting article by legendary game designer Warren Spector, in which he talks about universal rules for game design. Even though the text doesn’t contain completely new findings or revolutionary statements, he addresses one problem that I find is worth some more attention.
I've played every major massively multiplayer role-playing game released since 1998, yet it feels like I've spent the past 15 years playing the same game over and over again. That's a problem. EverQuest Next is the solution.
Journalists can learn a lot from video games. They can help players explore unfamiliar worlds and experience stories, almost literally, through the eyes of another person. Designed well, video games guide players to feel emotion and conflict, as well as learn the intricacies of complex subjects and systems. They engage users in a highly meaningful, memorable, and influential way.
A very candid - yet relevant and interesting take at video game from a journalistic perspective.
The CEO of Machine Zone, an iOS game developer based out of Palo Alto, CA, is already trying something bold by creating a real-time, persistent online multiplayer game brimming with politics, warfare, and uneasy alliances. It’s Game of Thrones meets Civilization on your iPhone, iPad and iPod touch.
A persistent civ MMO that tries to overcome language barrier thanks to technology... and kudos :)
It uses translation technology from Google but also reward players for helping with translations!
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