Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Sunday, May 19, 2013

Thursday, September 23, 2010

Replay: A History of Video Games

Cover image: Replay: The History of Video GamesThere's a review in today's paper of a new book purporting to tell "the" history of video games (I always think "a history" is preferable: the definitive ambition of "the history" may be a little hubristic).

Fatal flaw of the title aside, it looks quite interesting. According to Keith Stuart's review,

Replay: The History of Video Games by games journalist Tristan Donovan is a[n ... ] up-to-date and thoughtfully written opus. Beginning with the switching on of the first programmable computer in 1946 and closing with the rise of downloadable indie games, this engrossing work manages to touch on every vital facet of the industry, from the formative battles between Atari and Mattel, through the rise of the home computer to the emergence of the Japanese home console empire.


Apparently Donovan includes a consideration of MUDs, which are often overlooked in such works (I know that when I talk about MUDs to students, it's usually the first time most of them have heard of such things). Clive "C5" Sinclair gets some coverage for his pioneering work in developing computing in the UK.

It's £12.99 in the shops and surprisingly expensive at £12.34 on Amazon. If it was more heavily discounted (under a tenner) I'd snap up a copy without thinking twice (Amazon must love me) but Amazon's piddlingly small "discount" is a psychological block that's cost them a sale. Instead of copping myself a copy, I'll ask the library to add one to stock.

Tuesday, September 7, 2010

From Gameboy to Armageddon

accompanying pictureThis fascinating programme on BBC Radio 3 is a repeat of an earlier broadcast in February 2010.

The programme discusses the use of gaming technology in warfare, combat training, and even recovery and recuperation. The phrase "military entertainment complex" nicely captures the scope of the programme. (According to Tim Lenoir, All But War is Simulation [see footnote #4 on page 292], the phrase (which is a re-working of "military-industrial complex" which refers, literally, to the business of killing people) was, apparently, first used by Bruce Sterling in "War is Virtual Hell" in the first issue of Wired magazine (March/April 1993). While Sterling certainly discusses the developing synergy between the military and gaming technology, he doesn't quite coin that wonderful phrase.)

There is some discussion of the morality of gameplay--for example, having to kill "wounded" opponents or bots to win Full Spectrum Warrior--but interestingly, while the media often raises questions about the morality of videogames, the question of the morality of warfare per se doesn't even appear as a blip on the programme's radar screen.

It hasn't yet hit the BBC iPlayer, but will appear shortly: http://www.bbc.co.uk/programmes/b00qps1j. Alternatively, the marvellous RadioDownloader offers a convenient way of grabbing radio programmes that might otherwise be missed.

Thursday, March 11, 2010

Doing it alone versus doing it with others

Naomi Alderman has endured the travails of watching commercial television to observe that Nintendo is pushing the "social" aspects of gaming by employing the nation's most loved gurning northern lads to pretend to play with a Wii whilst a southern pair of Balls pretend to play with a DS. Alderman remarks that while playing with or against someone else is seen as an inherently "good" thing, she prefers to play by herself.

The original post is here: http://www.guardian.co.uk/technology/2010/mar/10/naomi-alderman-the-player

Interestingly, in a revised version of the piece, posted a few days later, guilt and the "Protestant work ethic" seem to have excised Alderman's inclination to extol the joys of solo-gaming. The revised version is here: http://www.guardian.co.uk/commentisfree/2010/mar/17/lone-gamer-no-shame

Also cut from the reworked piece is a link to an interesting article on game mechanics by Jason Rohrer: "Testing the Limits of Single Player". Rohrer discusses game mechanics and tries to devise a single-player game that offers depth without relying on AI or randomness. While he thinks it can't be done, he comes up with something called i45hg which, although "reasonably interesting" for a few turns, doesn't feel like a real game.

Thursday, November 12, 2009

Suffolk eLearning Forum

As well as the talks, there were some student games on show, both complete games from some of the L2 and L3 design and programming students, and paper prototypes of games being developed by the L1 Computer Games Design group. The Curiosity Collective were showing some of their curios (I liked the proverb generator) and Matthew Applegate had an installation running too.



Sum Leaping






The Search for The Bloodstone





Sarah and Michael's Picnic





Captured





Dragon School






Whisper Village





Curiosity Collective





Matthew Applegate (Pixelh8)



Wednesday, November 11, 2009

Suffolk eLearning Forum

There was a great turnout, interesting speakers and a nice set of prototypes of student games on show at the today's Suffolk eLearning event.

Scott Hewitt of RealProjects kicked off the talks with an overview of the development of elearning, from screen -> screen -> test type-scenarios to current developments that make use of 3D game engines, not to mention a variety of portable devices, including familiar pocket-fillers such as the Nintendo DS, Sony PSP and the Apple iPhone, as well as some examples of how Wii-controller technlogy is being harnessed for training and educational use.


Scott Hewitt has posted his presentation on the RealPrtojects website. View it here: Games-Based Learning. Other resources are also available on the RealProjects site: http://www.realprojects.co.uk/gamebasedlearning/



Dan Mayers and Adam Mayes's presentation on Alternate Reality Gaming (ARG) was really interesting and thought provoking. I'm not that familiar with the concept of ARG-ing beyond it involving some running around and "doing stuff" IRL, but the presentation suggested how ARG-ing can bring a whole new lease of life to things like field trips and guided walks. There are some great integrational (is that a word?) possibilities, directing users/players to online content--web pages, information, clues, video etc.--using QR codes and mobile phones. Truly fascinating stuff.

Adam wasn't physically present--he was in Denmark, so it was great that he took part via Skype with nary a hitch (I've been to several tech-focussed conferences where the inevitable technical hitch leads to non-ironic whoops from the audience after someone gets on stage and manages to get the speaker's Mac to connect to the internet via wifi. Adam's link-up today was so seamless that no-one noticed or, if they did, they were all too cool to whoop or make a fuss).

There was some concern about Matthew Applegate as his last known contact with the world was a tweet last night to say that he was feeling poorly, but he nonchalantly arrived, bang on time, with a laptop and a carrier bag and talked about the decline of programming in the school curriculum and went on to make some suggestions about some ways people could get coding (eg: scratch, squeak, atmosphir, processing) and he also mentioned some projects that will bring basic--beginner's all-purpose symbolic instruction code--to some popular consoles.


Saturday, November 7, 2009

Games Based Learning

Some of the level three students on the Computer Games Design and Computer Games Programming courses will be showing some of their key Stage 1 games at the forthcoming Games-Based Learning event to be held at the UCS Waterfront building, 2.00-5.00 on 11th November 2009 in collaboration with Real Projects. Student games on show include Bloodstone, Sum Leaping and Music Man. Additional information about the event can be found on the Suffolk eLearning Forum website.

Some of the level one Computer Games Design students are preparing paper prototypes for the event. I've had a sneak preview of some of the artwork and it's incredibly good. The other thing that's stunning is that the level one students have only been on the course for six weeks and they are getting stuck-in to the development of their games for Key Stage 1 (that's for children aged between five and seven for anyone unfamiliar with the terminology of primary education in the UK). When the level one students' games have been finished, they will be exhibited at a different event.

Other exhibitors/speakers include the delightfully madcap mob known as The Curiosity Collective; the prolific chip-tuner Matthew Applegate (aka Pixelh8); our own Dan Mayers, games designer Adam Mayes, and Scott Hewitt from Real Projects.

Here are some sneak preview images from one of the prototypes:





Wednesday, November 4, 2009

Understanding Games


Last time I blogged about Understanding Games (in a blog I since appear to have mislaid--if you see it anywhere, do please let me know where I left it) it was so new that the second episode had only just appeared.

Now, all four episodes are available, and very good they are too. I particularly like the way episode three handles rules and r-ing the fm.

Understanding Games is a student project by Andrea Zecher at the University of Applied Sciences in Potsdam. It is a series of four games--actually interactive tutorials--which explain the basic theory of games. Understanding Games has picked up some awards, including a Serious Game award in 2007.