Home Forums Education, Training and Jobs Reading: "Well Played 1.0"

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    • #7349
      Anonymous
      Inactive

      Some (imo) relevant reading for the academics/researchers out there.

      http://www.lulu.com/content/7150597

      -Brendan.

    • #44344
      Aphra K
      Keymaster

      I did not know this was available for free.

      Good catch B.

      Aphra.

    • #44345
      Aphra K
      Keymaster

      by the way we have a thread with quite a list of useful game studies books at http://www.gamedevelopers.ie/forums/viewtopic.php?t=2368

      Aphra.

    • #44346
      Anonymous
      Inactive

      deja vu :lol:

      http://www.gamedevelopers.ie/forums/viewtopic.php?t=5511

      Judging by the deluge of responses ‘reading’ is not a summer priority of the current GD community membership :oops:

    • #44347
      Aphra K
      Keymaster

      or reading of a different type…oops

      Aphra.

    • #44354
      Anonymous
      Inactive

      Read Charles Herold’s Ico paper in that book, last night.

      Raises some interesting points, like the fact that Ico is essentially a "skeleton key" (opens the portals for the player) that the player has to manage as opposed to put in a bag of holding and forgetting about.

      Another interesting point of difference is the fact that most NPC’s or cohorts tend to be invincible, where-as Ico is the complete opposite eschewing vulnerability.

      So far so good…

      -Brendan.

    • #44387
      Anonymous
      Inactive

      Just finished the Patrick Curry, "Mario" Paper last night.

      It is awesome. So many insights, an excellent treatment all round. I never really considered the pole-jump challenge at the end of each level as a "mini-game" but fair point that it is.

      Highly recommended. (the paper, and the pole-jump minigame for that matter)

      -Brendan

    • #44388
      Anonymous
      Inactive

      Read Charles Herold’s Ico paper in that book, last night.

      Raises some interesting points, like the fact that Ico is essentially a "skeleton key" (opens the portals for the player) that the player has to manage as opposed to put in a bag of holding and forgetting about.

      Another interesting point of difference is the fact that most NPC’s or cohorts tend to be invincible, where-as Ico is the complete opposite eschewing vulnerability.

      So far so good…

      -Brendan.[/quote:e161e27eaa]

      s/Ico/Yorda ?

    • #44393
      Anonymous
      Inactive

      Feral

      not quite sure that I understand the question…

    • #44394
      Anonymous
      Inactive

      Feral

      not quite sure that I understand the question…[/quote:fc828f8ab1]

      I thought that when you referred to ‘Ico’ in your original post, you might have meant ‘Yorda’ instead.

      This confused me initially when I read the post. I hadn’t read the paper, so I just asked to clarify, as the game dynamics you described seemed to refer to the ‘Yorda’ character more than the ‘Ico’ one.

      Just downloaded the paper now anyway, and it looks like you must have meant to refer to ‘Yorda’ alright, so hopefully that’s the confusion cleared up, and hopefully I didn’t make things worse with my obtuse way of asking for clarification!

      (The s/ syntax is regex syntax – means switch ‘Ico’ with ‘Yorda’ – bit nerdy, sorry – but I’ve known people who actually vocalise that to ask ‘did you mean’ !!)

    • #44396
      Anonymous
      Inactive
    • #44397
      Anonymous
      Inactive

      Feral:

      I like your explanation/interpretation regarding Yorda’s inability to climb ropes a lot better than the Author’s. It sits better in my mind at least. There’s a version 1.5 coming out of that book, which will revisit the same games with some counterpoints or additions so it might be worth dropping the Author an email, letting him know the err of his game-interpreting-ways.

      If you get time, check out the Super Mario Paper in that same book. I think its a real gem. The emphasis that the Author places on explaining the goals of the game as early (and as simply) as possible are well obvious but commonly overlooked (IMO).

      move to the right.
      don’t die.
      don’t let the clock run out.

      His treatment of movement/attacj abilities and vulnerabilities, and mario’s "combat system" is also a breath of fresh air.

      I am the first to admit that I am biased as SMB is one of my favourite games (if not top of the list) and I frequently find myself referring back to 2D games when trying to think of something "fun" or sources of inspiration for projects. I think the fact that in old 2D games, the gameplay, mechanics, goals, rewards, etc. were all so clear and bare.

      In contrast, IMO, a certain amount of that gets lost sometimes, or at least overlooked by teams hellbent on implementing the latest and greatest fluid or caustic effects.

      My thoughts in circumstances like that usually end up asking myself,

      "when was the last time I grabbed my volumetric shadow, ate it, and turned invincible for a few seconds?

      when was the last time that I collected 100 pieces of bloom lighting and was rewarded with a free life?

      I’m sure half the artists (if not them all) around these parts are spitting fire right about now, and wishing me doomed back to the Atari 2600’s days, but its just a point.

      -end of rant.

      Brendan.

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