game playing


... in the game we confront a function of the living creature which cannot be determined either biologically or logically ...

visual culture


games are an increasingly important element in our visual culture.

game programming


game engine component(s)


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fun


what is a game?


a game is a series of processes that takes a player to a result.

interactive electronic game


A game is a play activity comprised of a series of actions and decisions, constrained by rules and the game world, moving towards an end condition. The rules and the game world are delivered by electronic media and controlled by a digital program.

The rules and game world exist to create interesting situations to challenge and oppose the player. The player's actions, his decisions, excitement, and chances, really, his journey, all comprise the "soul of play".

It is the richness of context, the challenge, excitement, and fun of a player's journey, and not simply the attainment of the end condition that determines the success of the game.

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varoomthung blam

battle condition(s)


design team role(s)


history


  1. phase i: before space war -- hardwired
  2. phase ii: spacewar on atari -- console with game
  3. phase iii: game console and PC -- separate game development
  4. phase iv: shakedown and consolidation -- player code in data files
  5. phase v: advent of the game engine -- user level design
  6. phase vi: the handheld revolution -- the GameBoy
  7. phase vii: the cellular phenomenon -- larger installed user base
  8. phase viii: multiplayer games -- from MUD to Everquest

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Screens from Samurai Romanesque.

virtual heroes


Serious games and simulations are poised for a second revolution. Today's children, our workforce and scientists are increasingly playing, learning, and inventing in visually intensive "virtual" environments. In our increasingly experiential economy, immersive educational and training solutions are needed to advance the workforce of tomorrow. Game-based learning and technologies meet this challenge.

With regard to the use of 3D we may remark that since ancient times a walk in space has served as a mnemonic device, and as such spatial memory may aid in retention and understanding, which might also provide a decisive argument for the use of 3D in aa serious game, such as a service management game!

peace maker(s)


Q: With the lion's share of strategy games on the market being devoted to ending a conflict through violence, why was it important to you to emphasize the need for a peaceful solution?
A: When we started to work on the project and looked around at other video games, we encountered the notion that war is much more challenging and conflict is essential to engage players. Many people we talked to perceived peacemaking as mere negotiations, where a group of diplomats sit at a table for lengthy discussions and sign agreements. We tried to shed light on what we see as the other side of peacemaking how challenging it is for a leader to gain trust and understanding in the face of constant violence. How difficult it is to execute concessions, while your own population is under stress or feeling despair. In a sense, peacemaking can be more complicated, sophisticated and rewarding than war making, and it is a message that we would like to convey to young adults, the future generation of leaders.

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