David Brownman

Posts Tagged "play"

  • FTL: A Blend of Narrative and Gameplay

    All right captain, strap in. The mantis boarding party is on its way and our shields can only hold up for so long. Our drone control is damaged and a fire in the medbay is causing issues. What do we do?

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  • Take You To the Candy Box

    There's been a recent surge in popularity of a relatively unknown genre of game called the incremental game. These games start small and gradually increase some value to incredibly large numbers. The prime example of this is called Cookie Clicker. In it, you (unsurprisingly) click the cookie. This affords you currency with which you can buy items that click the cookie for you, increasing your cookies per second. Eventually, you end up with multiple trillions of cookies which help you buy absurdly large items. That's the whole game; start little, get big. New cookie clickers typically have one of two responses: "you just click? This is the dumbest game ever" or "holy crap, I hope I'm not susceptible to carpal tunnel because I'm going to be clicking a lot. It's uncommon for a game's core mechanic to be that polarizing, so we're going to take a gander at a precursor of the genre using Church's Formal Abstract Design Tools.

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  • Habbo You Tell Me How to Act

    Anyone who's played a game with children knows that rules, much like a pirate's code, are mostly "guidelines". However, these games (even when played between children) are not without structure. Instead, children tend to follow unspoken adaptions of rule sets that allow for flexibility and argument. (Hughes p. 509) In a world where all social cues and pretext are dropped (where, like children, we can only judge people from their actions (both vocal and physical)), the rules of conversation and social decorum are totally different, as seen in Habbo Hotel. Nevertheless, there's a new set of codes that dictate how interactions should happen and they have some fascinating parallels to real social interaction.

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  • Simulations, Simulated

    People play many sorts of games for many sorts of reasons, but they all share one very important quality: games are pretending to be something else. It doesn't matter if you play Call of Duty or The Bible Game, the point of the software is to manipulate people or events that aren't real. (p. 427) There are a lot of design choices associated with the creation of games, particularly those that simulate something else explicitly.

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  • Get Into the Flow

    You know a lot of people, probably. Some of them game, some don't, and each has their own reasons for doing so. In Sutton-Smith's chapter Rhetoric of Self, he talks about how sometimes "it's not the player that plays the game, but the game which plays the player" (p 181). Thatgamecompany's Flow demonstrates this by placing the player into a game without instruction or direction and let's the experience… flow off them, if you will.

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