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Last week I tweeted this question out to the world. Here are some of the great responses I've received so far, and with more coming in every day it looks like I'm going to have to make it into a series! If you'd like to contribute to the next installment, just . Kara Behnke
Video games are breaking out of the roles they've traditionally occupied and are moving into spaces where they collide with UX design. There are games that serve as social glue between old friends, and games that bring strangers together to collaborate on solving problems. There are games that help people meet their life goals, and games that let people reward others for meeting theirs.
Prom Week is the creation of a group at UC Santa Cruz that includes Michael Matteas, one of the people involved with the creation of Facade . Like Facade , Prom Week is an attempt to create interactive drama, a sort of theatrical story with multiple characters and some agency by the player to shape the path and outcome of the story. True interactive storytelling is, of course, an enormously difficult technical problem that many have attempted to solve without great success, despite the efforts of some of our most creative designers. Facade succeeded, in a limited way, its success and also its limitation dependent on the fact that it did not try to solve the general problem, and instead create a single, hard-coded, and specific work. Prom Week is an ambitious attempt to solve the problem more generally.
If you follow the game industry, you'll hear the term "game engine" thrown around a lot. And I bet sometimes, late at night when everyone else has gone to sleep, you sit and wonder, "What is this nebulous thing I keep hearing about?" You would expect that the answer would be as simple as being shown a car's engine: "Yeup, thar she is." After all, the game engine, much like a car's engine, is what makes the game go. Unfortunately, sometimes there's a fuzzy line between where a game's engine ends and where the content of a game begins, as if there were a fuzzy line between whether a car's air conditioner is part of its engine. Generally though, the concept of a game engine is fairly simple: it exists to abstract the (sometime platform-dependent) details of doing common game-related tasks, like rendering, physics, and input, so that developers (artists, designers, scripters and, yes, even other programmers) can focus on the details that make their games unique.
We all play games, but not many of us have tried to actually create games. Have you been scared due to all the programming knowledge you think it takes? Well, thanks to the wonders of the web, now there are numerous tools that enable almost anyone to create a video game. You can give it a try using the 20+ tools we gathered!
CreativeApplications.Net reports innovation and catalogues projects, tools and platforms at the intersection of art, media and technology. Read more here or contact å ä î ¯ ñ Search Game jams here in Europe are this weird thing. You meet up with people to develop a game in a really short time, usually something between 24 and 72 hours.
I made a Facebook game about Facebook games, called Cow Clicker. You can go play it on Facebook now , or you can see some screenshots on on this site . Here's the short description, from the page just linked: Cow Clicker is a Facebook game about Facebook games.
Social games were the flavour of 2010 and look likely to continue to be the flavour of 2011. But what exactly is a social game, and why is it so special?. To answer this question, I asked more than two dozen gaming luminaries. Here are their definitions of a social game.