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Introduction to Grifball

Video Games

Last month, Tom Armitage wrote an excellent post about consensual play. The term denotes a subset of emergent gameplay1 which relies on both players agreeing to rules of conduct that are not enforced by the game itself.

Tom’s post was also my first exposure to Grifball, a sport-like player-created game mode in Halo 3. Robust mapmaking tools and heavy official support now make it a poor fit for the consensual model2, but Grifball remains interesting both as a case study for emergent gameplay and as a unique well-balanced game mode.

Grifball

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Progression in Mother 3

Video Games

With final exams beginning to wind down, I’ve had a chance at last to get back to playing Mother 3, the Japan-exclusive sequel to the cult SNES RPG Earthbound. The game was translated to English by the dedicated fans at Starmen.net, and was finally released last Fall to much excitement and acclaim.

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Your Move, Nintendo

Video Games

Like all stupid ideas, it began on the Internet:

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Visibility, Affordance & Feedback

Video Games

This semester I attended “User Interface Design”, a class that encouraged us to think critically about the ways in which people interact with systems. While the course work naturally focused on software interfaces, the principles of good UI design are universal. Whether you’re creating a website, a toaster, a lamp or a door handle, intuitive design relies on understanding human psychology.

In my ongoing quest to contextualize everything I learn in terms of video games, I’d like to explore how the principles of user interface design might be applied to make games more accessible.

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Rockwell, Papyrus, Skia

Programming, Video Games

This week I’ve been eating up all the coverage from GDC, scouring blogs and Twitter and attempting to live vicariously through the writers in attendance. The dozens of fantastic presentations have given me reading material for weeks, but I was especially blown away and thoroughly inspired by the Indie Games Summit. Jim Rossignol described 2008 as the year indie development “was confirmed as a vital, valid movement within the world of gaming”, a statement that is strongly supported by this year’s presentations. The excitement, potential and innovation coming from small development studios is simply staggering.

Inspired in part by Petri Purho’s “5-minute game” magic trick, I decided to see if I could put together a small functional game in the scope of an afternoon. I didn’t quite meet my time goal (for reasons I’ll explain below), but finally did put together a small game called Rockwell, Papyrus, Skia.

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