Latest Gamefilter Posts
March 20, 2017
But still, the general framework is we want to make this schlocky crap, but just have it happen, automatically. At the same time, no, I wasn't planning to do, like—[for example, dwarves] can measure the height of the atmosphere, now.General AI isn't going to emerge out of some magical peanut-butter-chocolate collision of Big Data and expert systems, it's going to emerge out of Dwarf Fortress.
March 19, 2017
Games are machines for producing affect, and the affect the public most fears in games is rage.
November 28, 2015
Much of the material you’re about to watch is obscure, hard to find and not shown very often. Indeed, some of it appears to have gone unnoticed for a very long time.
When I informed conference organizer Eric Zimmerman what I would be showing at NYU this afternoon, he accused me of fabricating a hoax.
Assuredly, I am not that clever.
Brian Moriarty's talk covering the history of interactive narrative from the Practice 2015 conference [more inside]
November 24, 2015
Furniture has often been a part of games, but for players, it's easy to ignore. Even if the home is the next frontier of gaming environments, will players ever stop to feel the velvet drapes?
October 15, 2015
September 16, 2015
September 3, 2015
Once it was determined which games would be produced, the blueprints were allegedly sent to military factories that primarily made electronics used in nuclear testing and weapons. These were perhaps the only places in the USSR that had the manpower and the means to understand the engineering required to build the arcade games.
The Alternate Universe of Soviet Arcade Games
August 11, 2015
August 1, 2015
Warren Spector: Telltale May Not Make Games, But They Do Make Magic
July 22, 2015
The Philosophy Behind Koji Kondo's Legendary 'Super Mario Bros.' Soundtrack An excerpt from Andrew Schartmann's upcoming book, part of the 33 1/3 series.
"The more I watched my friends playing WoW, the more I got thinking about how curiously similar the that Azeroth (as the world in WoW is called) was both the most technologically advanced virtual world to date and almost totally designed to look like images shot on ancient cameras carried up mountains by donkeys."
Eron Rauch on virtual photography, and the blurring lines between video games and art.
July 13, 2015
How Billy Mitchell became a video-game superstar and achieved Pac-Man bliss at Oxford American. See also: The King of Kong.
May 23, 2015
I have killed three dogs in Minecraft. The way to get a dog is to find a wolf, and then feed bones to the wolf until red Valentine’s hearts blossom forth from the wolf, and then it is your dog. It will do its best to follow you wherever you go, and (like a real dog) it will invariably get in your way when you are trying to build something. ... I felt bad each time, while of course fully realizing that only virtual entities were being killed. Surely some of the sorrow I felt was imported from the real world, where I am fond of dogs and do what I can to avoid drowning or burning them. I could not be said to have developed a meaningful relationship with my virtual dogs, but I was pleased to see them each time they caught up with me, and I was a little sad to realize they wouldn’t be getting in my way anymore. I think I was right to feel at least a little bit bad about killing them.
May 14, 2015
Forbes offers 'A More Robust Valve-Is-Evil Hypothesis'. Kotaku responds by suggesting 'Valve understands data. Valve does not seem to understand, or seek to understand, people.'
May 13, 2015
My son Eliot was born in 2004 — the year of Half-Life 2, Doom 3, and the launch of the Nintendo DS. By the time he was born, video games were a $26B industry.
I love games, and I genuinely wanted Eliot to love and appreciate them too. So, here was my experiment:
What happens when a 21st-century kid plays through video game history in chronological order?
May 5, 2015
The pedagogy of simulation games — city simulators in particular — is worth meditating on. They are, ostensibly, about engaging with complex (though still incredibly simplified) models, coupled with rule sets that mark discrete goals. These range from the practicable (make sure there are water lines in your new residential zone so the houses can have plumbing) to the whimsical (call down an alien invasion). By being told to use a set of tools in a particular way, an individual can be taught how to engage with a system — the system that is the game.