This is why we play role-playing games
Don’t sell yourself short on the duck-spotting though.
Jamin Warren founded Killscreen. He produced the first VR arts festival with the New Museum, programmed the first Tribeca Games Festival, the first arcade at the Museum of Modern Art, won a Telly, and hosted Game/Show for PBS.
Don’t sell yourself short on the duck-spotting though.
Every neighborhood has one. That one park or school or restaurant that had the playground you never could turn away from. My brother’s school had one — the twisting, wooden spires of his montessori, and the sheer size! It was enormous, with byzantine pathways, ample room to hide, and several walk wa
Originally designed for two players on a trampoline (seriously), Get On Top is the newest local multiplayer piece of brilliance from academic-cum-game designer Bennett Foddy. It is also the name of a Red Hot Chili Peppers song, but that is neither here nor there. As someone who loves the stripped do
Virtual world research Edward Castronova reflects on Star Wars: The Old Republic failed to attract enough paying customers, while EVE Online continues to thrive. The secret is context and design: What makes a world different from a game? Well, in a world, there’s downtime and exploration and life. D
I spent a lot of time working through Halo 4 last week and man, there’s a lot of crazytalk. What the Didact, Composer, or “rampancy” actually means is not significant, but it did remind me that we put up with a lot of made-up language when we deal with sci-fi. Ultimately, none of this really matters
IGF entrants are trickling out over the web; you can start the hype machine ‘a-rolling. (Hype machines have wheels btw.) Anyway, Apparatus is a new platformer tjat pulls from the high art of Scandinavian attic design. You’re a jumble of cubes that falls apart and reassembles at your command. Accordi
Last month, I travelled to Redmond to visit the offices of Turn 10, the home of the Forza franchise. I’ve never been a big racing games fan (outside of karts, of course), but much like sports games, I’m interested in the design challenges involved in making games like those. With racing games, espec