games

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Just made a post this morning on Warp Skip regarding Foursquare, XBL achievements and usability. Here’s an excerpt:

Gamerscore and achievements serve a similar purpose. They give you feedback on your play; they give you acknowledgment when you do something noteworthy; they let you know (in broad terms) how much of a game’s content you’ve completed; they let you compare the way you’re playing the game to the way your friends are playing it. Achievements are one of the reasons I prefer playing games on the 360 to playing games on (for example) the Wii: more feedback, more context, makes for a more fun gaming experience.

With a few notable exceptions, no one plays games just for the achievements. They’re not a goal in and of themselves. Likewise, no one “plays” Foursquare just to get the badges. Both badges and achievements are there to let you know that your activities follow a particular pattern. As an added benefit, badges and achievements you haven’t earned yet suggest what other patterns are possible.

I wrote this before I read Sirlin’s response to Jesse Schell’s lecture, in which we are urged “to be vigilant against external rewards” (such as achievements). “How resistant are you to letting others manipulate you with hollow external rewards?” asks Sirlin. Obviously, I am much more sanguine about achievements—I think that people like them because they are useful and fun—and hope to argue for this more effectively in a future post.

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On top, we have a table of truth values that result when comparing values of different types in PHP. On bottom, we have a chart illustrating the strengths and weaknesses of the seventeen types of Pokémon. Is it crazy to wonder whether one might have influenced the other?

The former is a matrix of arbitrary values intended to produce convenience. The latter is a matrix of arbitrary values intended to produce fun. In my experience, neither achieves its goal. But both follow an arbitrary logic, strangely twisted through history and culture, that might someday make a good subject for a Ph.D. thesis. (Why does a non-empty string equate with integer zero? Why is Psychic strong against Poison?)

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Trouble with Scribbles

Recently Leonard Richardson and I recorded a conversation about the popular DS game Scribblenauts. The result is called The Trouble with Scribbles. The conversation ranged from NetHack to Star Trek to Japanese mythology; I think somewhere along the way we managed to have a genuine insight or two. Listen in and tell us what you think.

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On Day 3 of 5-in-5, C. Anderson Miller and I decided to collaborate on a board game. We ended up with a game we call Subwoofer Tactics. It’s a turn-based game in which players compete to knock their opponent’s pieces off the game board by vibrating the board with a subwoofer. Read more about the game here (including the official rules for tournament play). Watch the video below to see the game in action.


Subwoofer Tactics from Anderson Miller on Vimeo.

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My day 1 project was about an analogy between retro video games and printmaking.

your basic mega man

The Nintendo Entertainment System has a limited palette: of fifty-odd possible colors, only twenty-five can appear at any one time, and only four of those can be used in a single sprite. Games produced for the NES made careful use of this palette, expressing as much information through color as possible. This is famously the case in the Mega Man games for the NES, in which Mega Man (our hero) changes colors to indicate which weapon he’s using.

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