"Mr. Gimmick" was posted by Pat Contri via The Punk Effect:
Monday, 21 October 2013
Tuesday, 8 October 2013
Feature: MouseCraft Alpha: Sales Stats, How We Got Greenlight and Which Features Were Funded by Our Community
"MouseCraft Alpha: Sales Stats, How We Got Greenlight and Which Features Were Funded by Our Community" was written by Tom Tomaszewski and appeared on Crunching Koalas:
"Your game’s genre can be your enemy – be prepared or die.Marketing your PC game or your Greenlight campaign can be extremely challenging if your game is a puzzler. Even if it is fairly difficult, has no microtransactions and highly references classic PC puzzle games like Lemmings or The Incredible Machine, it will still be frequently treated as a mobile, iOS/Android game. Don’t fight it, you will surely lose…
Instead, try focusing on the features that will make you stand out from mobile games. We done that by emphasizing our Level Editor feature and our community-oriented alpha-funding process, which would be impossible to run at mobile devices." Full article.
Tuesday, 1 October 2013
Written by Henk Rogers, "Remembering My Friend, Hiroshi Yamauchi" appeared on Wired.com:
One day, later in the 1980s, the owner of the game publisher Epyx called me up and told me he was about to sell his color handheld game machine to Sega, and was wondering if he should not show it to Nintendo first. I did not sleep for three days as I set up meetings between Epyx and Nintendo’s Japanese and U.S. branches.
I met the Epyx team at the airport and got briefed on the technical specifications of the machine in the limo from Osaka airport to Nintendo’s office in Kyoto. Yamauchi would not sign an NDA. Epyx caved and we showed him the hardware anyway. After about a 30-minute explanation, Yamauchi said, “No.” Full article.
Tuesday, 17 September 2013
Written by Candice Shane, "Rockstar and Responsibility: Grand Theft Auto V, Torture and the Human Condition" appeared on her blog:
"For those, like myself, who are quiet with the horrors they have witnessed and they handle things internally and without needing to wave a flag whenever something terrible goes down in games — I would've appreciated a trigger warning. I would've appreciated if you either gave people an option to turn the interactive torture scene into a cut-scene (I've watched it and know it could've been done without losing the story and experience) or to possibly skip it entirely with some patched in dialogue where the visuals were gone entirely. Naughty Dog shows two scenes in particular in The Last of Us in which you watch Joel brutally interrogate in a cut-scene in order to show the desperation he had in order to find Ellie. A cut-scene. Where I, as a player, did not have to propel myself into a moral decision, a brutality that I may not have been able to come back from." Full article.
Wednesday, 28 August 2013
Written by Chris Plante, "The many faces of The Bureau: XCOM Declassified: from 2006 to 2013" appeared on Polygon:
"Around this same time, the designers decided to give the player control of the two squad mates, an option that hadn't been available in the 2010 builds. Control of squad mates was initially limited, but made the game more strategic, and inspired some team members to pitch the shift from first-person to third-person, allowing the player to see more of the battlefield.
The ideas would be grafted onto the current build to, ideally, strengthen what was already there. One source describes this iteration of XCOM as "a victim of its own timeline," stuck with systems and tools that had been chosen years earlier.
Intentionally or not, the groundwork was being laid for a larger reboot." Full article.
Monday, 29 July 2013
Written by UltraDavid, "Inviting Regulation: The Sportsification of Video Games" appeared on Shoryuken:
"The sportsification of video gaming terminology may seem like a simple rhetorical issue, but to the law words can be everything. The terms we use amongst ourselves and in bringing our issues to the government could have a strong impact on what the ultimate legal regime governing competitive gaming looks like. The State Department endorsed the idea that video game players are athletes not just because Riot identified an easier legal route to obtaining visas for its players but because Riot’s representatives speak about video gaming usings esports-style terms." Full article.
Wednesday, 17 July 2013
Written by Jamie Madigan "The Psychology Behind Steam Trading Cards" appeared on Gamasutra:
"The first psychological phenomenon that stands out to me has to do with a bias we have towards completing what we start - something often called the endowed progress effect. Once we feel like we've begun progress towards a goal, it nags at our minds and checking it off our list or filling in the final bit of progress to fill up a bar makes us feel good. In one experiment researchers gave car wash customers a card that let them earn a wash if they collected enough stamps. Half the customers got a blank "Buy 8, get 1 free" card. The rest got a "Buy 10, get 1 free" card, but with two complimentary stamps to get them started. Thus, both groups needed to buy 8 to get 1 free. But those who got the "Buy 10, get 1 free" card with the 2 starter stamps tended to come back more often and to wait less time between purchases." Full article.