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Intentionally Wrong



Joined: 05 Dec 2006

PostPosted: Wed Feb 07, 2007 12:10 pm        Reply with quote

Emily Short posts some comments on Raph Koster's A Theory of Fun for Game Design. Mostly comments on how it applies to IF, but a lot of it's interesting and relevant even if you don't care about text adventures. She talks about the book's contents, political games, and flOw, among other things.
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Intentionally Wrong



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PostPosted: Tue Feb 13, 2007 7:04 am        Reply with quote

Will Wright talks more about Spore and other subjects. Like, for eight pages. There's some good stuff here, much of which has been said elsewhere, but some of which is new.

Just a random quote:

Quote:

One of the oddball things about Spore, when you look at it, it's sort of a single-player massively multiplayer game, which seems at odds… I kind of like the idea that I won't be killed by a 14-year-old who has more skills than I do, but did you consider having it live online player versus player?
We thought about it. In fact, technically, based on all the stuff we've already done for it, it wouldn't be very hard at all. We've already solved all the hard problems we would need to do a persistent online world version of Spore. The hard part is, what happens when you come to a planet and the planet's offline? Which would be the case. In fact, one of the reasons why I kind of went down this path is that nobody has really explored the hybrid model. And this really is a hybrid, it's what we call a massively single-player game, where we try to get the benefits of an online game, which is all the people building the world collectively together, without the liabilities, which is that the 14-year-old can kill you or that you've invested all this time in your planet and somebody comes along and blows it up, and therefore you had to put everybody on the same level treadmill. And I hate these level treadmill games, and I wanted the players to feel really empowered. You know, you have this whole universe and this UFO and you really want to go out there and do epic things, but in an online game you couldn't. So trying to get the best of both worlds, figuring out what the sweet spot is between the features available through a shared universe experience and then the power available to a single-player experience. The intersection of those two things is kind of where Spore ended up and why it ended up there.

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Intentionally Wrong



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PostPosted: Thu Mar 01, 2007 12:13 pm        Reply with quote

The Restaurant Game: massively collaborative game design. The client connects you to another player; one of you is a waiter, and the other is a customer. By playing through the encounter, your performance is added to a database of behaviors from which the AI of the final (single-player) game will be defined. The higher the effectiveness and quality of your playing, the larger your contribution to the final game will be.
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PostPosted: Thu Apr 05, 2007 11:30 am        Reply with quote

Kenta Cho takes Conway's Game of Life and turns it into a shooter: L.A.2. Via tablesaw, who posted on the IC forums a couple times.
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PostPosted: Wed Sep 19, 2007 7:17 am        Reply with quote

What did you think of the second Survival Kids, DAIS? Never heard much about it.
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PostPosted: Mon Oct 01, 2007 7:47 am        Reply with quote

Mister Toups wrote:

how exactly does SSBB spoil mother 3? in a trophy or something? that seems easy enough to avoid.


As indicated in the thread and over on the Brawl Blog, Lucas is a playable character in SSBB, possibly taking the place of Ness. Remember how much stuff on EarthBound they crammed into Melee? Expect a similar level of focus on Mother 3 in Brawl.
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PostPosted: Sat Apr 19, 2008 12:22 pm        Reply with quote

Mr Mustache wrote:
To a certain extent I believe in artistic integrity, and Rockband is corporate horse shit.


Mr Mustache, I am frowning with disapproval right now.
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PostPosted: Wed May 07, 2008 11:25 pm        Reply with quote

So: Spore on PC will recquire SecuROM to function. If you do not have a functioning internet connection, the game will cease to play after ten days elapse, and will not run again until you can once again connect to the internet so SecuROM can validate the game's CD key.

SecuROM itself has a history of issues.

The ironic thing about this is that it means that while I had every intention of buying the demo AND the game, I'm now 95% more likely to pirate the finished product.
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