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Games Entertainment

New Issue Of Game Studies Journal Debuts 9

gurb writes "There's a brand new issue out of Game Studies, a journal dedicated to games research. In this fourth installment of the journal most of the articles are from the "Playing with the Future: Development and Directions in Computer Gaming" conference in Manchester (UK) last year. However, also included is an interview with Tim 'Grim Fandago' Schafer by Celia Pearce."
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New Issue Of Game Studies Journal Debuts

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  • This journal actually has some great material to read, judging by and perusing some of their archives. It's too bad that over two years, four issues have been published. Research and *thoughtful* analysis like this is badly needed in the industry.
    • thoughtful analysis like this is badly needed in the industry

      God save us from steaming heaps like the semiosis article [gamestudies.org]. Anyone who takes it seriously will be spoiled forever, for game design and literature.

      • Well, sure there's going to be a sour apple in the bunch. What I'm saying is that there is very little research being done in understanding what makes good games work. It's like game designers think, "Oh gee, Starcraft and Age of Empires are cool. I'll just copy that" and we end up with these horrible clones.

        I could do without those articles about game philosophy and their effect on the socio-economics of our society at large in real-life. Give me something on game design elements and I'll be happy.

  • But they don't cover use of the hook in the
    battle room.
  • This is an interesting question, and the topic of some interesting research proposals [cs.auc.dk] at the moment.

    Obviously, in a computer game, the way the narrative evolves during the course of play is the "hook" and also the substance of the player's engagement with the game.

    But, beyond the cultural context, image and storyline, what are underlying features of the evolution of the interaction that make it "interesting," and can these features that be modelled mathematically or computationally in order that th

    • Maybe I don't know enough about Game theory or story telling, but it seems to me that Tim Schaefer is more interested in working out how to use computer games to generate good stories. Lucasarts adventure games were (in)famous for not letting the player die. There is no win or lose, the only game is if the story is interesting enough for you to complete and buy more lucasarts games. You need a certain amount of intelligence to complete the puzzles, but you are likely to meet the requrements if you find the
  • Tim 'Grim Fandango' Schafer, you mean.
    • Good point :) I thought it looked wrong, but it's spelt wrong in the article too, which confused me further. Thanks :)

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