Monday, January 25, 2010
Status and Signals: Why Hardcore Gamers Are Afraid Of Easy Mode
I've met a lot of Firefly fans. I'm one myself. Apart from enjoying the show, we all have one thing in common: we want there to be more Firefly fans. We want to share the show with others. We want more people to have the experience, to know how great it is, to laugh at the jokes and fall in love with the characters. We want more people to talk with about the show, who will know what we're talking about and share our enthusiasm. We want more people to buy the DVDs, to cast an economic vote of "more like this!" so that maybe Joss's next show won't get screwed over.
It's an inclusive fandom. We want there to be more of us. More Browncoats is better.
Labels:
casual,
challenge,
difficulty,
firefly,
hardcore,
joss whedon,
mega man,
pinball,
robin hanson,
signaling,
status
Monday, January 18, 2010
Future's Past: Ratchet & Clank and the Problem of Sequels
Insomniac's Ratchet and Clank have come a long way. Seven years after their first outing in late 2002, Ratchet & Clank Future: A Crack In Time
A Crack In Time
But to understand A Crack In Time
Labels:
insomniac,
ratchet and clank,
sequels
Monday, January 11, 2010
Why Your Demo Sucks: Design Errors and Cognitive Dissonance
Like the pre-order metagame and the trophy/achievement metagame, demos are part of the less-evolved fringes of game design. Which is odd considering how long we've had demos in one form or another. Shareware has been around since at least the eighties. But not every developer made use of it, and only now with the latest console generation has heightened internet access resulted in widespread freely-available demos for consoles. We are still figuring out how to design games, but we are even more in the dark about how to design demos.
In fact, it's not even entirely clear that we should design demos. Research on Xbox 360
and PlayStation 3
games suggests developers are better off not making demos at all, and should just make trailers instead. It's not clear, however - there are many confounding variables here.
In fact, it's not even entirely clear that we should design demos. Research on Xbox 360
Monday, January 4, 2010
Mirror's Edge: What Went Wrong and Why
Mirror's Edge
is a Bad Good Game. The foundation is solid: players take the role of Faith, a genuinely badass woman with a non-exploitative, unconventionally beautiful design whose motivations revolve around survival and protecting her sister. Faith parkours her way around an unnamed city of bright colors and austere beauty, and is trained in a variety of disarm techniques should she encounter armed attackers she can't simply outrun. Sounds good, right?
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