Posts Tagged ‘video games’

How Games Influence Ideas

Thursday, November 29th, 2007

Games, books, and movies may be entertainment, but they also influence the way people think. The “Values at Play” research project, a collaboration between Hunter College’s innovative Tiltfactor Lab and New York University sponsored by the National Science Foundation, is investigating how game designers unconsciously and consciously express and encourage specific worldviews through their creations.

This looks like an interesting project, providing a growing body of useful research for seasoned developers, as well as game design contests and curriculum tools for students and educators.

http://valuesatplay.org/

Sony Cuts Price of PS3 Dev Kits

Tuesday, November 20th, 2007

According to Information Week:

In the latest move, Sony Computer Entertainment, the unit responsible for the PlayStation, reduced the price of the SDK, which SCE calls the Reference Tool, to $10,250 in North America, $8,600 in Japan, and $11,250 in Europe. In addition, SCE said it would enhance the development environment by integrating programming tools from SN Systems. SN’s core tool is called ProDG.

Read the rest of the article here.

Escaping Through Air Vents, Not Just for Movies

Wednesday, November 7th, 2007

I found this great blog by screen writer John August. It’s full of tips and tricks for budding writers, and it’s a fun read. I about fell out of my chair laughing when I read this:

One day, I’d love to win an Oscar. An Emmy. A Tony Award. But if all I accomplished in my screenwriting life were reducing the number of times characters climbed through air vents, I’d consider my work successful.

Mr. August contends that “air ducts are for air” and shouldn’t be used as a magical escape mechanism for characters in otherwise hopeless circumstances.

Now some may argue that people do fit in air vents, but it’s hard to disagree… It’s a silly cliché and it’s used much too often not only in movies but in games, too. I can’t count the number of times I’ve climbed through air vents in games of all kinds. Nonetheless, I don’t like to blindly dismiss concepts either. For example, there are very rare times when even climbing through ducts makes sense: AVP on the Atari Jaguar is a brilliant example. Allowing players as the alien to climb through the ducts added game play that wouldn’t have existed otherwise.

It intrigues me how many Hollywood clichés have made their way into video games. I can’t help but wonder how long until video game clichés start regularly making their way into movies. I guess we’ll know the first time a movie opens with an ammo crate and a pork chop on the ground.

Okami on Wii

Saturday, October 20th, 2007

Rumors have been brewing for a while, but Capcom has now confirmed that the beautiful Okami will be coming to the Wii. The news was announced in London with an expected release date of early 2008.

I’m currently playing Okami myself, and it’s one of the more unique titles I’ve played in a long time. While the basic storyline and world design are very Zelda-esque, the Celestial Brush Techniques set Okami apart. By drawing on the screen, you can manipulate the world around you causing trees to bloom, the wind to blow and fire to appear. The graphics are done in an ink-and-wash style, as if the story were told in ancient Japanese scrolls. It’s breathtaking to look at, and a lot of fun to play.

The brush techniques seem a natural match for the Wii’s motion sensitive controller. I’m eager to see it when it is released.

Okami Confirmed for Wii

Is ASM Really Dead?

Thursday, October 18th, 2007

I hear this question all the time: “I heard asm was dead. Do video games still use assembly code?”

The answer? No, but yes. Sometimes. Sorta. It depends.

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