In which I try to say things, but end up saying very little at all. Also, my nose is all plugged from having a weeks-long head cold. Hopefully work will settle down and my illness will dissipate and I can return to a more productive schedule.
[...] An Aimless Diatribe on Fun games podcast video 28.07.2012, von Superbot in Super.licio.us EDF Light Games games flash sports advergame Us and the Game Industry for Show games indie kickstarter The Gaudy Woods games video art Final Ninja Zero games flash jump'n'run action… « Superlevel Mixtape #7: Wave City Beach Club 20XX [...]
First off massive props for calling gamers out on Dead Rising’s save system, it was my favourite thing about that game and it was so sad that players wanted to neuter it in favour of hitting zombies with pool cues endlessly..
I think part of the problem is that they are called games, which are about fun by definition. Designers can be educated in the myriad ways a game can be engaging, maybe even reviewers can, but gamers in general will only want to know how fun it is. I can’t help but think, even more than the interface, that is what is preventing games from reaching the same kind of audience that watched Schindlers List.
[...] enjoy the first, but enjoyment is not applicable to the second. This actually relates to the latest Errant Signal on “fun” in video games. Chris mentions how “fun” limits the emotional complexity that could be conveyed in [...]
[...] which discusses many of the same topics as an Errant Signal episode from a few months ago, “An Aimless Diatribe on Fun.” Both Portnow and Chris Franklin of Errant Signal claim that thinking of video games purely in terms [...]
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