Wired

In Real Life

Finally, A Video Game Article That Is Also A Video Game

1:00PM December 22, 2011 | Kirk Hamilton

You may have already read Leigh Alexander’s damn-near definitive recounting of Ian Bogost’s satirical Facebook game Cow Clicker right here at Kotaku. But all the same, the world could use another piece about the man and his work, especially if that piece is as clever as the one that Wired just ran. More »


In Real Life

Children Create Skylanders Chess

9:20AM October 21, 2011 | Matthew Buzzi

Children of Andy Robertson, writer for Wired’s GeekDad blog, reached their limit of video game time over the weekend but did not want to stop playing Skylanders. More »


News

The Sordid Story Of The Gizmondo May Come To Movie Theaters

10:40AM May 1, 2009 | Michael McWhertor

Tiger Telematics’ spectacularly failed Gizmondo portable game machine may be the most exciting industry misfires of all time. Someone thinks it’s potentially exciting enough to be brought to the silver screen. More »


Piggy Banks You Can Play

2:00PM November 29, 2008 | Brian Ashcraft

Gaming…banks? Saving money is a game, so hey, why not. There’s an article I wrote in the latest issue of Wired about Japanese piggy banks that incorporate gaming elements.

The Jinsei Bank (“Life” Bank), Ikemen Bank (“Cool Guy” Bank) and BANKQUEST. The neat thing about doing the piece is that I actually “played” through all the banks. Had to get a huge stack of bills changed — “Jinsei Bank” can hold about a thousand bucks!

Be sure to click through the gallery to get the blow-by-blow gameplay account.

This Little Piggy Bank Became a Videogame [Wired]

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Uncategorized

No Choice, Richard Garriott, You Must Learn Russian

7:00PM August 21, 2008 | Brian Ashcraft

Wired has a nice feature up on Ultima Richard Garriott and his cosmonaut training in Russia’s Star City. Written by Masters of Doom author David Krushner, here’s a sample:

It’s one thing to adjust to life in Star City–but quite another to endure the confounding, confining, and sometimes just plain goofy training regimen. The first challenge is the language. Garriott is an autodidact wunderkind who persuaded his high school teachers that learning Basic code counted as fulfiling his foreign-language requirement. He won’t be as fortunate at Star City. All of the instructions, instrumentation, and communications in space will be in Russian. So, for four hours a day, Garriott and Halik slave over fat, dusty language books in class, then tote them back to the Prophy to study more at night.

Great stuff. Click below to check out the full piece.

Going to Space? [Wired]

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News

Miyamoto’s Secret To Quality Control: Less Sega, More Mario

11:30AM June 25, 2008 | Michael McWhertor

With console warring between Nintendo and Sega a thing of the past, Sega now relegated to a software only existence — robot girlfriends and indoor astronomy gizmos not included — you’d think that those Genesis era wounds would have healed. Perhaps without meaning to, famed Nintendo designer Shigeru Miyamoto may have split them open again.

When asked about maintaining quality control at Nintendo, Miyamoto says the key is in avoiding Sega-style design. He tells Wired, “I’m always instructing my game designers on the history of the characters and worlds we’ve created. Often we’re in development and I’ll say, ‘Oh, this looks like a Sega game. We need to make it look more like Mario.’” Ouch.

In Miyamoto’s defence, he may have been talking about Sega’s last decade or so of existence. And that’s totally fair.

15th Anniversary: Revenge of the Wii [Wired via NeoGAF]

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News

4:30PM May 20, 2008 | Michael McWhertor

Condé Nast Snaps Up Ars Technica. The newest addition to the CondéNet family, by way of acquisition, is technology site Ars Technica. The Associated Press reports that the publisher will “combine it with the online operations of Wired magazine.” Wired, which republishes its print magazine content online and runs a stable of blogs such as Gadget Lab and Game|Life, seems to have a noticeable amount of coverage crossover with Ars, so we’re interested to see how well the two will combine.

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Uncategorized

Five Tips For Not Making a Crappy Game

6:00PM April 10, 2008 | Brian Ashcraft

This month’s Wired has a look at MMO Arden: The World of William Shakespeare. Armed with a $US 250,000 MacArthur Foundation grant, Indiana University profession Ted Castronova and his students created the MMO, which as the professor points out, was “no fun” and “failed.” Castronova and his team and working on the game’s sequel. He’s learned from his experience and offers up these five tips on making academic games that don’t suck:

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Uncategorized

The Case For Video Game Play Dates

4:20AM March 25, 2008 | Mike Fahey

Xbox Live is all fine and good, but there is no substitute for a couple of friends sacked out on the couch together, playing a video game together in person. The industry shift towards social gaming isn’t something new – it’s the return of something old – that feeling that older gamers like me used to get when standing around an arcade machine back in the day. Wired’s Clive Thompson explores the trend in his latest column, which looks at how much a guy sitting next to you can change the gaming experience, using Army of Two as his example. I hang out with other gamers all the time, but it’s mostly in multiplayer online play, using headsets. It’s social, sure. But as any psychologist will tell you, hanging out in real life allows for even richer styles of communication to emerge. In face-to-face mode, we’re better at picking up the little nuances — frustration, glee, sarcasm, subvocalised ranting, body language — that build team cohesion, and allow us to game with a positively Vulcan level of mind meld.

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Uncategorized

Bashcraft’s Visit to Japanese TV Show Hits Wired

1:36PM October 26, 2007 | Brian Ashcraft

Back in August, I went to see the filming of Fuji TV’s reality program Game Center CX. Saw the show filmed and spent the day with the crew and show’s star, comedian Shinya Arino. For those not familiar with the show’s premise, it’s simple: Arino tries to complete vintage video games. These “challenges” are usually done in the span of a day. He’s filmed playing straight through, and out of that a show is edited together. Arino is affable and pleasant — hence, the show’s appeal. Watching him die over and over and over again makes you want to cheer him on. What happens when he can’t finish a game? Arino says:

I don’t throw a fit and smash my controller… Since the staff cheers me on, I hate it when I mess up. Like when I die, I can sense the mood in the room change, and I feel awful… When I get home, I just kinda sit there, zone out and wonder why I couldn’t beat that game.

Fuji TV’s Daisuke Nagashima, producer Tsuyoshi Kan, the entire crew and Arino himself were very generous with their time and with providing access. I’ve written up both articles for Wired on my visit and the show. Check ‘em out. Marathon Man [Wired Mag] Visiting the set [Wired.com] More »