1999. That’s 13 years ago. While I was in year 10, struggling to keep my days absent below 20 (yes, I was crazy truant), Shigeru Miyamoto already had the legacies of Mario, Zelda and Star Fox on his mantle. He also delivered the keynote for that year’s Game Developers Conference, which you can now watch online and freely absorb the legendary designer’s wisdom.
It’s hard for me to look at the news of the preceding 10 or so days and not feel like there’s been some enormous, possibly irreparable rupture between gamers and those who serve them. I certainly contributed to this with a post about the ending of Mass Effect 3 and the movement to have it changed or appended.
It’s not only smaller, younger developers who have to worry about cloning. Idea theft is on the minds of the people at Epic Games, too. Even though they make big, burly games like Gears of War and Bulletstorm, the developer still sees themselves as an indie, said Epic CEO Tim Sweeney. People could try and do what Epic does, he offered, but the studio’s titles have size on their side.
Steph Thirion’s games understand the power of touch. While most iOS games require tactile contact to play, so few translate what it means to touch in real life. Touching a thing or a person can connect you to it intimately. Think about touching ingredients when you cook or affectionate laying hands on a romantic partner. There’s an specific kind of pleasure and feedback that comes from that dynamic and Thirion’s Eliss — one of our iPad Bests — revels in that
Three towering complexes stand staunch against the city’s cold. Thousands of game developers spill from their doors. Excitement buzzes beneath the ground, from the basements in which countless huge humming computers try to process the tech-heavy new games that they are demonstrating. Back above ground, over-eager girls press energy drinks into the hands of passers-by.
Three towering complexes stand staunch against the city’s cold. Thousands of game developers spill from their doors. Excitement buzzes beneath the ground, from the basements in which countless huge humming computers try to process the tech-heavy new games that they are demonstrating. Back above ground, over-eager girls press energy drinks into the hands of passers-by.
Games designer, author and all-round very smart man Raph Koster has written a rather interesting piece on his personal site laying down some framework for just when you can call something a video game (or a game in general) and when you can’t.
Three towering complexes stand staunch against the city’s cold. Thousands of game developers spill from their doors. Excitement buzzes beneath the ground, from the basements in which countless huge humming computers try to process the tech-heavy new games that they are demonstrating. Back above ground, over-eager girls press energy drinks into the hands of passers-by.
Three towering complexes stand staunch against the city’s cold. Thousands of game developers spill from their doors. Excitement buzzes beneath the ground, from the basements in which countless huge humming computers try to process the tech-heavy new games that they are demonstrating. Back above ground, over-eager girls press energy drinks into the hands of passers-by.