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Luis Guimaraes's Blog - Fear Of The Unknown, Part 2. Information).

Luis Guimaraes's Blog - Fear Of The Unknown, Part 2

The is a common package of archetypical information that helps the informee complete (against the . Another parallel information subject concept will also be introduced here, the intention, which's not part of the table even though it's relevant in Horror and Suspense because I found it hard (the shame) to qualify it independently from the other three aspects and packaging forms because it works more like a Dynamic while the others are Mechanics (i.e. it's a resulting effect instead of being one of the building-blocks). That's because, while intention exists as a real thing, its virtualization in the informee's mind is a product of his own judgment (feel free to contest that).

Intention, in the case of Reality (things that exist or happen in the Real world) and Fiction (things that are made up), is commonly introduced as an unknown, vague or uncanny packaging: there's always the possibility of a hidden agenda or ulterior motive, always. Ok, let's go. Image Unknown Image. Kevin Sultan's Blog - Psychological anthropology in video games. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.

Kevin Sultan's Blog - Psychological anthropology in video games

The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Introduction I have always been interested in storytelling although my professional career rarely gave me the opportunity to put in practice my knowledge. During my researches, I notably attended psychological anthropology lessons at the Pierre Mendes France University of Grenoble (FRANCE). Wikipedia defines the psychological anthropology as "an interdisciplinary subfield of anthropology that studies the interaction of cultural and mental processes. In other words, the psychological anthropology analyzes the mechanisms of the collective unconscious and tries to define the approach of each culture regarding a wide range of themes. I will start this article introducing the mechanisms of the collective unconscious and I will then analyze the theme of "monsters". A matter of images. Independent game devs pick their favorite games of 2013 (part 1)

Sibling site IndieGames continues its tradition of checking in with the top indie game developers of the year, this time asking the top 10 of 2013 what they hope from the industry in 2014, along with what their most memorable games were.

Independent game devs pick their favorite games of 2013 (part 1)

Today's developers include some of the creative minds behind Ridiculous Fishing; Device 6; Papers, Please; and Guacamelee. Greg Wohlwend, artist for Ridiculous Fishing on 2013's top games: Gone Home: What BioShock and all its deformed children should have been. It's a game with the courage to rely solely on exploration without any bullshit cutscenes or gimmicks. Just you and a house: explore. Spelunky: I beat Hell in 2013. Samurai Gunn: The poker of fighting games. Kentucky Route Zero: I don't know why but Kentucky Route Zero is the most beautiful game I've ever played. 30 Under 30 dev Greg Wohlwend, artist for Ridiculous Fishing 2014 wish list for the industry: Apple TV console: Maybe it's harder to change the system than it is the technology. Visionaries: Tale of Tales – Experiments and Prototypes. What are the motivations for game design?

Visionaries: Tale of Tales – Experiments and Prototypes

Monetary returns are an essential element, and for some the only stimuli for creation. But there are those who hold validation as an integral part of manufacture, critical acclaim and respect from contemporaries takes precedence over wealth. Nostalgia has and continues to be a potent form of inspiration; to honour heroes through tribute by replicating affecting design. In contrast, those who resolve to change the world are not concerned with imitation but crafting the unimaginable, to transcend and usurp the work of their peers.

Motivation of course is often an amalgam of a number of different rationales and emotions. But what is the impetus for those who do not fit these molds? What drives the studio that cares little for videogame retrospection? For Michaël Samyn and Auriea Harvey, who form Tale of Tales; motivation is something else entirely… “We share a main purpose: to bring beauty into the world. Highlights include: Min & Meer Grow world Ophelia.