PC

Bulletstorm’s Creator Says All The Cussin’ Was ‘A Bit More Than We Really Wanted’

Bulletstorm, released in February, is probably still 2011′s most foul-mouthed game. It may be 2012′s most foul-mouthed game, too. It coined the term “dicktits” after all.


September 27, 2011
News

Taking The Taboo Out Of Mature Gaming

It’s like clockwork; Moments after popping open any game that has a mature rating, my 10-year-old son seems to appear at my elbow to ask if he can play it with me.


May 19, 2011
In Real Life

Do You Enjoy Reading Your Video Game Dialog?

In today’s episode of Speak Up on Kotaku, commenter Korio8 wonders if anyone else prefers subtitles in their video games, even if they can hear every spoken word perfectly.


September 1, 2010
News

Kinect Will Only Understand Americans, Brits, Japanese & Mexicans

Oh dear. It’s not just Spaniards who won’t be able to control Kinect with their voices when the peripheral launches. It’s everyone who doesn’t live in the US, Mexico or United Kingdom.


News

Report: Kinect Doesn’t Speak Spanish (It Speaks Mexican)

According to the Spanish press, Microsoft’s motion-sensing camera Kinect will not speak Spanish. It will only speak “Mexican”.


April 16, 2010

The Erosion Of Communication

Like waves crashing against a cliff face, video games are slowly eating away at the foundations of the English language. But is that such a bad thing? Let’s ask Andrew over on LittleBoBeep.


December 27, 2009
News

A Conversation With A Game? Devs Seek To Break The Ice

Language recognition is not a new concept to video games – the first text adventures had to understand commands somehow. But researchers are trying to integrate it in more open-ended ways – allowing for dynamic conversations between players and characters.


May 11, 2009
In Real Life

The Millionth Word In The English Language Could Be…

Noob. That’s right, noob. The Global Language Monitor has stated the one millionth word will hit June 10th, 2009 at 10:22 am, British Summer Time.


November 16, 2008
Uncategorized

Games as Language

L.B. Jeffries has a nice essay up on the idea of ‘games as languages’ — a combination of coercing players to take certain actions and encouraging certain responses, creating a dialogue of sorts. As Jeffries says, “It’s not exactly talking to another person…but it’s not just rolling dice or pressing shoot either.” As games get more complex, so does the ‘language’ aspect — choices are expressive elements, and the more choices one has, the more opportunities for unique combinations. Even the simplest of games involves communication — ‘go here, do that.’ With the influx of more diverse and user-created building blocks, it seems reasonable that the ‘languages’ would begin to emerge more clearly:


August 18, 2008
Uncategorized

Cunning Linguists: Crafting In-Game Languages

The issue of created languages is hardy new (cf Esperanto), but I’ve not seen a lengthy discussion of created languages in games — the challenges and pitfalls of designing a working, intuitive, and integrated linguistic system that’s really a part of a game is an interesting issue. James Portnow spoke with Richard Garriott, lead designer of Ultima, about the keys to creating an intuitive in-game language that isn’t too intrusive. Portnow further muses on the ‘language’ of games, and how created languages can inform our design of other aspects of the user interface: