Huzzah„ the DS Tingle game is getting a release outside of Japan!
A video showing some of the progress Spore has made over the past year. It keeps looking better. When will we be able to play it?
Winner of the latest Casual Gameplay Competition from Jay is Games is a game by fellow Dutchman Wouter Visser and pretty enjoyable to play.
An up and coming ‘abstract shooter’ conceived as a music album. Being a big fan of Rez, I can’t wait to play this!
Critical look at how web 2.0 turns community into a consumer product.
I’m still trying to get a grip on why I think games are such a good reference point for IAs and IxDs. I’ll try to take another stab at it in this post. Previously I wrote about how games might be a good way to ‘sell’ algorithmic architectures to your client. Even if you’re not actively pushing your clients to adopt ideas such as on-the-fly creation of site navigation, sooner or later I’m convinced you’ll find yourself confronted with a project where you’re not asked to develop a definitive information architecture. Instead you’ll be charged with the task to come up with mechanisms to generate these procedurally. When this is this case, you’re truly facing a second-order design problem. How can games help here?
One of the defining characteristics of games are their complexity. A few years ago Ben Cerveny gave a brilliant talk on play (MP3) at Reboot 7.0 and mentioned this specifically — that much of the pleasure derived from game-play is the result of the player coming to terms with complex patterns. This complexity is something different from pure randomness and most certainly different from a ‘mere’ state machine. In other words, games show emergence.
There are many examples of emergent systems. The Game of Life springs to mind. This system isn’t really a game but shows a remarkable richness in patterns, despite (or maybe because of) the fact that it is based on a set of deceptively simple rules (which apparently took its creator, John Conway, over 2 years to perfect!) The thing is though, The Game of Life is not interactive.
A wonderful example of a complex emergent system that is interactive is the real game Go. It has a set of very simple rules, but playing it well takes a huge amount of practice. The joy of playing Go for me (an absolute beginner) is largely due to discovering the many different permutations play can go through.
So getting back to my earlier remark: If you’re convinced you’ll need to get a better handle on solving the second-order design problems presented by the design of complex emergent systems, games are an excellent place to start learning. They are emergent first and interactive second, the perfect twin to the web environments we’ll be shaping in the future.