Got Game? 56
Hylton Jolliffe writes "Hey, thought you might like a new blog we've just launched on gaming by RIT professor Andrew Phelps. He's going to be writing about a whole host of things: the gaming industry, the rapidly expanding user base, the role of gaming in the entertainment/media spectrum, the technology and standards that undergird today's games, the emerging social phenomena surrounding them, the future of wireless gaming, the study of gaming in academia, blah, blah, blah. Neat stuff and Andy's already in full stride - see this as a possible starting point."
Heh. (Score:5, Funny)
Welcome to slashdot.
Soko
(back to alt.sysadmin.recovery. And my Segrams V.O. bottle.)
Re:Heh. (Score:2)
Yeah, the study of gaming in academia... Whenever my classes get boring, I do some heavy studying of gaming.
Then the teacher yells at me and tells me to turn down the volume on my GBA...
Re:Heh. (Score:2)
Something to ponder (Score:1, Funny)
Re:Something to ponder (Score:2, Funny)
Retreating, over there [points]
I know it was a joke, but France is No. 5 (Score:3, Informative)
Re:I know it was a joke, but France is No. 5 (Score:1)
Another wonderful, intelligent site on ludology... (Score:5, Informative)
gamegirladvance has been kicking around for some time now, and has provided a great combination of gaming news, personal stories, and theoretical discusisons.
Re:Another wonderful, intelligent site on ludology (Score:1)
Theoretical discussions? If they're so great and they only have *theoretical* discussions, just imagine how great they'd be with actual discussions.
*Rimshot*
Hrmmm (Score:2)
I'm sorry.... (Score:4, Funny)
I'm sorry, this is related to academia, reality has nothing to do with it!
gaming industry??? (Score:4, Funny)
Academic Discussion of Gaming is a Good Thing (Score:5, Interesting)
While there are downsides to this attention, for the most part it is legitimizing the industry and will hopefully result in gaming have equal or greater importance than television and movies (and god, what a relief it would be to minimize the power and influence of those morons).
True (Score:3, Insightful)
Re:True (Score:1)
Just think about that for a second: George Steiner writing about the meaning, usage and a critical response to "w00t w00t! 1 frGGed u! i @m 7h3 13373zt h4x0rRrzsZz l0l l0l l0l!!!1!!!"
That would honestly be the greatest piece of academic writing, ever!
Re:Academic Discussion of Gaming is a Good Thing (Score:1, Interesting)
Re:Academic Discussion of Gaming is a Good Thing (Score:2)
Even though for most players it's really about using your skills at memorizing a playfields strong and weak points and out-thinking the enemy, rather than "kill, kill, kill", the more legitimacy that is given to gaming as a social and learning tool, the more ammunition is given to people th
Re:Academic Discussion of Gaming is a Good Thing (Score:2)
Re:Academic Discussion of Gaming is a Good Thing (Score:2)
Gaming is getting a serious treatment in politics also - check this out [msn.com]
Re:Academic Discussion of Gaming is a Good Thing (Score:2)
wtf crack are you on? Video games make more money than all movies combined. Im tired of people who like to play games thinking they an under-dog boosting their hobby so "normal" people will see what it is. Face it video games are huge... yah HUGE... so of course we are going to get all kinda of people writing abou different aspects of it.
WAIT WAIT WAIT (Score:3, Funny)
Time to dust off the old hype. (Score:4, Funny)
hence:
We plan to leverage the power of the internet to transform our b2b infrastructure into a whole new paradigm...
transforms into:
We plan to blog the blog of the blog to blog our blog-2-blog blog into a whole new blog.
Which makes about as much sense.
Re:Time to dust off the old hype. (Score:3, Funny)
holy (Score:1)
Re:Time to dust off the old hype. (Score:2)
other gaming blogs/sites of interest (Score:5, Informative)
Probably my favorite is Gonzalo Frasca's Ludology.org [ludology.org].
Also occasionally of interest is Lars Konzack's Ludologica [blogspot.com]
Greg Costikyan's Games * Design * Art * Culture [costik.com] has gotten a fairly good amount of press.
and to toot my own horn, there is my blog Popular Culture Gaming [popularculturegaming.tk].
Re:other gaming blogs/sites of interest (Score:2)
Tyco writes good commentary and Gabe draws a mean comic.
Don't De-Emphasize Tools - Make Better Ones (Score:4, Interesting)
A real world example to look at is in professional sports. There are many examples of teams that "look good on paper" with many star players who individually have the potential to do well, but often these groups of talented people end up losing games because they never gel as a team.
In the gaming industry, at least viewed from the outside via the media and hearing from game designers themselves via interviews, teams are either built at the corporate level or are formed in the gathering particular people with particular skill sets by a lead designer (the chief inventor, so to speak) and designed to service his or her ideas. While I'm sure that individual ideas on enhancing the game are accepted and encouraged, the fundamentals of the game are already laid out and the team mainly executes those fundamentals while tweaking them. That's overly simplistic, but based on what I've read it seems true in the main.
I know I haven't hit my subject line yet, but it's coming.
In the past, games could be conceived, designed, built and even distributed to an extent by individuals. Whatever some might think of Richard Garriott these days, Ultima 1&2 were good, inventive games produced by one person. SimCity came from one Will Wright. Sid Meier, David Crane, and the list goes on.
So why were individuals able to develop compelling games in the past. Mostly, it comes down to their relative simplicity. Making a bunch of 30x30 sprites (and that would have been LARGE back "in the day") doesn't require the intervention of an artist. Making a world displayed at a maximum of 320x240 doesn't take a graphic designer. Filling a 170k disc (again, a rather large game in the early 80s) with code could be done with relative ease by one person.
So the question to my mind is how do we put more power into the hands of the really inventive people again who might not know how to write every kind of code and provide advanced 3D art/animation?
One way is to build better teams and keep them together. Microprose was a company I was a great fan of and even by the time they had huge teams producing games, the same names would pop up with every game as lead designer, lead programmer, lead QA, etc. - this went on for years and they produced some amazing games. It seems these days that talented people who produce a great game are often off to another company before their product even hits store shelves - more money, more creative control, etc. drive them to other opportunities. You can't blame them for wanting to improve their situation, but I think you can blame their employers for not recognizing the value of a good team and giving them incentive to stay together.
The other way to give more control to fewer people (the KEY people) is with better tools. There are so many disciplines that have to be combined to make a modern game that it's impossible for any one team member to have a grasp on much beyond their own small piece of the puzzle. John Carmack has gone a long way in this area by providing engines which simplify constructing a first-person shooter but I wonder if this can be extended to other genres, both the ones in existence and the ones so far unimagined? Quake/Half-Life in particular have proven that given the tools, small groups of people can produce amazing results - TFC, CS, DoD, etc., etc. (deserving at least two "et cetera"s).
Again, I'm not an expert in game development as the professor here in this case. But I think the focus needs to be less on
Re:Don't De-Emphasize Tools - Make Better Ones (Score:1, Interesting)
8bit graphics (Score:5, Insightful)
Making a bunch of 30x30 sprites (and that would have been LARGE back "in the day") doesn't require the intervention of an artist.
Whoah! I have to disagree with you there. Artists entered the industry in the 8 bit days and were very much needed. "Programmer graphics" is a well-used insult. We may be able to draw 8*8 monochrome characters (e.g. text) but when you get up to 16*16 by 4 colours, you really need an artist, or an artist/programmer, not a straight "i can't draw for toffee" programmer like myself.
Even for icons in tools, artists make an improvement in looks (a specialist graphic designer might be even more useful).
Re:Don't De-Emphasize Tools - Make Better Ones (Score:1)
A real world example to look at is in professional sports. There are many examples of teams that "look good on paper" with many star players who individually have the potential to do well, but often these groups of talented people end up losing games because they never gel as a team.
Let's go Rangers!
Nice (Score:2, Interesting)
Another Site Coming (Score:1)
Talk about close to home... (Score:1)
RSS Feed? (Score:2, Insightful)
Re:RSS Feed? (Score:1)
ie. Look for RSS feeds of interest at syndic8.com and add the feed to my custom home page.
Phelps (Score:1, Interesting)
Take it with a grain of salt (Score:1)
jolliffe? (Score:1)
BLAH (Score:1)
I hate blogs.