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Classic Games (Games)

Submission + - The Strange History Of The Vectrex

simoniker writes: "The 'ambitious and unusual' vector-based Vectrex console was one of the most intriguing game console failures of all time, and Bill Loguidice and Matt Barton continue their 'History Of Gaming Platforms' series over at Gamasutra by analyzing the rise, fall, and legacy of the cult '80s console. From the intro: "GCE's vector-based Vectrex failed to win massive audiences, like the Atari 2600 Video Computer System (VCS) or the Nintendo Entertainment System (NES) did. Nevertheless, the distinctive platform gained a cult following after being pulled from the market in 1984, two years after its debut, and now enjoys one of the finest homebrew development scenes of any vintage system.""
Classic Games (Games)

Submission + - Casual Games As In Sex, Not Friday?

simoniker writes: "Ian Bogost's latest 'Persuasive Games' column provides a new definition for casual games and their prospects, citing the Zidane Head-Butt game and suggesting: "If Casual Friday is the metaphor that drives casual games as we know them now, then Casual Sex might offer a metaphor to summarize the field's unexplored territory. If casual games (as in Friday) focus on simplicity and short individual play sessions that contribute to long-term mastery and repetition, then casual games (as in sex) focus on simplicity and short play that might not ever be repeated — or even remembered.""
Classic Games (Games)

Submission + - Game Design Essentials: 20 Open World Games

simoniker writes: "The second in Gamasutra's 'Game Design Essentials' series looks at the roots and design lessons of 'open world games' — titles in which the player "is left to his own devices to explore a large world" — from Adventure through Metroid to Grand Theft Auto. From the piece: "When we discuss "open world games" in this article, or sometimes "exploration games," we mean those games where generally the player is left to his own devices to explore a large world. What all of these games share is the seeking of new, interesting regions at whatever time the player deems fit. No force forces the player's motion into new areas. There's no auto-scroll, and there are no artificial level barriers.""
Classic Games (Games)

Submission + - Star Raiders - Video Games' First Space Opera?

simoniker writes: "Continuing Gamasutra's histories of the games voted into the Digital Game Canon, following pieces on Spacewar, on Zork, and on Civilization, the site explores Doug Neubauer's Atari title Star Raiders, a somewhat obscure but vital precursor of the Wing Commander-esque digital space opera. The introduction explains: "Doug Neubauer's Star Raiders was a game that made a vivid first impression. Released in 1979 for the Atari 400 and 800 computers, the game was a surprisingly complex space combat simulation. However, what left players entranced was its smooth, three-dimensional graphics. Star Raiders achieved a level of realism that few people had seen in a video game before.""
Role Playing (Games)

Submission + - Academics Speak On 'Life After World Of Warcraft' (gamasutra.com)

simoniker writes: "Are MMO populations 'tribal', and if so, what's the next tribal shift after World of Warcraft? At Gamasutra, academics including MIT's Henry Jenkins and Ludium's Edward Castronova discuss what's next for the MMO market, based on their research and play patterns. In there, Jenkins says WoW is getting _too_ much analysis from researchers right now: "WoW deserves attention because it has so captured the imagination of gamers over the past few years. That said, I don't think it is healthy for the field of games studies, which is still emerging, to be so fixated on a single game franchise — no matter what the franchise. A few years ago, it might have been The Sims or GTA, now it's WoW.""
The Internet

Submission + - Bad Game Design, No Twinkie, Part 8

simoniker writes: "Veteran game designer Ernest Adams has posted the 8th yearly edition of his 'Bad Game Designer, No Twinkie' column, running down things game designers absolutely should not do. The first (of many) is 'wildly atypical game levels', described by a submitter as: "Optional mini-games are fun, and can be a refreshing change of pace, but optional is the key word here. Levels where a player must complete a game that uses a completely different skill set in order to continue back to a point that uses the original skill set can be irritating as hell." Adams adds: "Bullfrog was often guilty of this — I remember some wildly atypical levels in Dungeon Keeper, Magic Carpet, and Populous: The Beginning. They padded out the game, but because they made just about everything you had learned useless, they were very annoying." There's also now a No Twinkie Database on Adams' site, collecting all of the submissions so far."
Nintendo

Submission + - Are Game Publishers Late To The (Wii and DS) Game?

simoniker writes: "A new 'Analyze This' feature on Gamasutra examines analysts' views on the rise of Nintendo's Wii and DS, and how well game publishers have reacted to it, with Wedbush Morgan's Michael Pachter commenting: "It's hard to criticize anyone for putting too much faith in the PS3, as most [publishers] haven't created "cutting edge" titles yet for that platform. Most of the PS3 titles so far have been perennial titles, like Madden, Tony Hawk, etc.. And I don't think that the publishers have "put too much faith" in the 360, as that platform and [its] games are performing well... Rather, I'd say that most failed to capitalize on the DS and Wii opportunity. The exception on the DS side is THQ, which has made every game it can for the platform. On the Wii side, Ubisoft took a big chance by making ten games for the [Wii] launch window, and it has performed very well, so far. I think that the others will catch up no later than early next year.""
Classic Games (Games)

Submission + - Everything You Ever Wanted To Know About Breakout

simoniker writes: "How much is there to learn about Breakout-style brick-bustin' games? A heck of a lot, according to LEGO Bricktopia level designer Nelson, who has written possibly the definitive genre overview over at Gamasutra, complete with design specifics, interviews, and much more. He starts with history, noting that after Pong: "Nolan Bushnell and Steve Bristow, along with Steve Jobs and Steve Wozniak (of Apple fame) took paddle & ball game play a step further when they designed and developed Breakout (Atari, 1976). This was the first game to include the "paddle & ball vs. blocks" game mechanic integral to subsequent games in the Breakout genre.""
The Media

Submission + - PR And The Game Media, The Rockstar Way

simoniker writes: Discussing PR and the media, former Rockstar Games PR rep Todd Zuniga discusses how the company tried to manipulate the game press as part of an in-depth article on how the two forces interact: "In part, it's a numbers game... Otherwise, it's history. Who wrote negatively about the games, and who hasn't? We never worked with [gaming website] GameSpot while I was there because 'they just didn't get it.'... Hilariously, we even had a list of journalist preferences: 'Likes cake, married, went to school at Indiana U'."
Role Playing (Games)

Submission + - BioWare On Tracking Player Feedback

simoniker writes: "BioWare's QA director Phillip DeRosa has written a piece called 'Tracking Player Feedback To Improve Game Design' over at Gamasutra, which deals with how game developers can use statistics, even before a game is released, to improve gameplay. DeRosa "...explains how the Mass Effect creator has set up and executed code-based monitoring of key metrics to test, analyze, and refine its projects through playtesting." Is this approach sensible, or could it be more like movie producers 'pandering' to test audiences?"
Classic Games (Games)

Submission + - The History Of Activision (gamasutra.com)

simoniker writes: Nowadays, Activision is a massive worldwide publisher, responsible for the Tony Hawk and Guitar Hero franchises, among many others. But it all started with just four game developers leaving Atari in 1979, and there's a new history of the first ever third-party publisher, with insight from company co-founder David Crane, up on Gamasutra. From the piece: ""A memo was circulated from the marketing department showing the prior year's cartridge sales, broken down by game as a percentage of sales. The intent of the memo was to alert the game development staff to what types of games were selling well," Crane recalled. "This memo backfired however, as it demonstrated the value of the game designer individually. Video game design in those days was a one-man process with one person doing the creative design, the storyboards, the graphics, the music, the sound effects, every line of programming, and final play testing. So when I saw a memo that the games for which I was 100 percent responsible had generated over $20 million in revenues, I was one of the people wondering why I was working in complete anonymity for a $20,000 salary.""
Patents

Submission + - Investigating Midway's 'Ghost Racer' Patent

simoniker writes: Did you know that games such as Project Gotham Racing and Ridge Racer 6 are paying Midway to include 'ghost mode' cars to race against, thanks to a patent in the company's 1989 arcade racer Hard Drivin'? A new article talks to Midway and licensee Global VR about the deal and examine just how patents like this impact the game biz — Global VR exec Debbie Minardi "...acknowledges that the ghost mode is more original than some of the "you've got to be kidding me" patents she's come across, she says it still probably doesn't deserve full legal protection. "If it was me I'd never have given them a patent on it," she said. Taking that conviction to court, though, is another matter entirely. "Patents like these probably are easy enough to argue against, but it's expensive," she said."
PlayStation (Games)

Submission + - Establishing A Beachhead In A Crowded Genre (gamasutra.com)

simoniker writes: How do you make a game that will stand out apart from countless other similar titles? Harmonix designer Chris Canfield (Guitar Hero II) thinks he knows, and is talking about it in a new editorial, 'Establishing A Beachhead In A Crowded Genre'. He comments that one of the key things you can do is to 'Gut key elements of the design': "Examples of this in your genre might include: sniper rifles in an FPS, powerslides in a racing game, minigames in a Wii title, healing crates, bosses, rocket jumps, or any other big or small element. Of course, the really good features shouldn't be the only ones on the chopping block. Not only will this free up time in the schedule that would otherwise be occupied by been-done features, but it creates space for genuinely new solutions and makes producers very, very happy."
Classic Games (Games)

Submission + - Spacewar And The Birth of Digital Game Culture (gamasutra.com)

simoniker writes: Gamasutra is partnering with the IGDA's Preservation SIG to present in-depth histories of the first ten games voted into the Digital Game Canon, beginning with a history of the 1961 mainframe-based shooter Spacewar, arguably the first ever video game. From the article: "Spacewar had a life of its own, spreading across the computer world like a benign virus. "It was the program that was run into the PDP-1 before it was shipped. It was the last thing — it was used as actually as a final test," [co-creator J.M.] Graetz said. Because the PDP-1's memory was composed of magnetic cores, small ferrite rings whose polarity indicated whether a bit was 1 or 0, the game stayed in memory even after the power was turned off. "Core memory is non-volatile and once Spacewar was working they just shut the machine down and shipped it. So when the customer set it up and turned it on the first thing they saw was Spacewar,"."
Nintendo

Submission + - Why Animal Crossing Is Like Shenmue, Without Plot?

simoniker writes: The GameCareerGuide educational site has started a series analyzing of the design of major games, and the first discusses the vaguely lofty topic of 'Ambition and Compulsory Design in Animal Crossing'. Author Eric-Jon Waugh has a bit of an unexpected comparison for the DS version of the Nintendo game: "Animal Crossing is sort of an anti-game — if by "game" we're talking about a goal-oriented production where you collect 100% of the allotted trinkets before blowing up the last boss real good. Or if we're thinking of a sandbox, where the player is left unsupervised to conduct middle school science experiments with a game's reality... The best way I can think of to explain Animal Crossing, strictly in modern videogame terms, is Shenmue without the plot."

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