May 8 2009

Storytelling In Games and the Use of Narration

MarkN writes “The use of story in video games has come a long way, from being shoehorned into a manual written for a completed game to being told through expensive half-hour cut scenes that put gameplay on hold. To me, the interesting thing about story in games is how it relates the player to the game; in communicating their goals, motivating them to continue, and representing their role as a character in the world. This article talks about some of the storytelling techniques games have employed, and in particular the different styles of narration that have been used to directly communicate information about a story, and how that affects the player’s relation to their character and the degree of freedom they’re given to shape the story themselves.”

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May 7 2009

Duke Nukem For Never

PLSQL Guy writes “Duke Nukem Forever developer 3D Realms is shutting down, according to Shacknews. They cite ‘a reliable source close to the company,’ who said the developer is finished and employees have already been let go. It looks like all of the Duke Nukem Forever jokes are turning into reality; DNF might turn out to be the ultimate vaporware after all.” 3D Realms’ webmaster, Joe Siegler, confirmed the closing, saying that he didn’t know about it even a day beforehand. Apogee and Deep Silver, who are working on a different set of Duke Nukem games (referred to as the Duke Nukem Trilogy) say they are not affected by the problems at 3D Realms.

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May 6 2009

Apple Racks Up the Gaming Patents

An anonymous reader writes “Evidence has been growing that Apple is developing a new gaming console. Now, there are some possible details about how a combined media/game console might work, based on patent applications filed by Apple in late 2007 and early 2008. Here is some what we can look for: having your personal music integrated into a title, a ‘natural’ gesture multitouch interface, and a single online store that sells games, media, and video.”

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May 6 2009

A History of Rogue

blacklily8 writes “Gamasutra has published “The History of Rogue: Have @ You, You Deadly Zs.” Despite only the most ‘primitive’ audiovisuals, Rogue has continued to excite gamers and programmers worldwide, and has been ported, enhanced, and forked now for over two decades. What is it about Wichman and Toy’s old UNIX RPG that has sent so many gamers to their deaths in the Dungeons of Doom, desperately seeking the fabled Amulet of Yendor? This article covers the history of the game, including the Epyx failure to make a ton of cash selling it in 1983. It also goes into rogue-like culture and development.”

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May 5 2009

The Most Successful Game Ever: A History of Minesweeper

The most successful game ever made isn’t World of Warcraft, Tetris, or even The Sims. Click-for-click, nothing has wasted more time than Minesweeper, a little game that debuted back in 1990 as part of the Windows Entertainment Pack. And like most Windows games, there’s more to Minesweeper than just killing time.


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May 5 2009

Seven Arrested After Protesting Army Video Game Recruiting Center

GamePolitics writes “Seven anti-war protesters were arrested in Philadelphia on Saturday during a protest rally and march which targeted the Army Experience Center, a high-tech recruitment center which uses PC and Xbox games and simulations to attract potential recruits. GamePolitics was on hand to cover the protest, and took video of the arrests. A local news station also reported on the rally, and the Peace Action Network released a statement saying, “In its desperate approach to meet recruiting numbers, the military is teaching the wrong values to teenagers. Sugarcoating combat experience with virtual war is a dishonor to those with real war experience.”

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May 4 2009

No Child’s Play: KIDO’Z Creates A Kid-Friendly Media Browser

KIDO’Z is a pretty nifty Adobe AIR-powered desktop browser app that gives kids a safe and fun environment to play games, watch videos and/or visit pre-approved websites. When you first install the AIR app as a parent, you can configure the age and gender of your offspring as well as your location and preferred language (there are 17 available).


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May 4 2009

First Graphics Game Written On/For a 16-Bit Home PC

The GPI writes with a story about Scott’s Space Wars, a piece of gaming history: “This game was written by the famous game author Scott Adams, who founded Adventure International, the first multimillion dollar PC game company. It was founded over 30 years ago and developed for early 8-bit home PCs, i.e. TRS-80, Apple II, Atari. Scott’s Space Wars is the first graphics game that was ever written at home, for a 16-bit home computer. The original source code is available as photos of the original 1975 hand-written manuscript. The last purchaser of the manuscript paid 7,500 in 2005. A brief video shows how the game was played.”

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May 4 2009

Apple Snags Former Xbox Exec

nandemoari sends along word that Apple has picked up Richard Teversham, a senior Executive from Microsoft’s European Xbox operations, ending his 15 years of service to Redmond. Some press accounts assume that Teversham’s role may lie in beefing up the games scene on the iPhone and iPod Touch. Forbes goes farther, opining that Apple “appears to be preparing an all-out assault on the handheld gaming market.” Other reporting associates the hire with Apple’s recent buildout of chip-design expertise.

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May 3 2009

Speaking With the Devs Behind a 7-Year Game Mod Project

Gamasutra has an interview with members of Off Topic Productions, the team behind the recent completion of The Nameless Mod, a Deus Ex modification that was in development for seven years. They talk about how they stayed interested in such a lengthy, unpaid project, and also how their vision for the mod shifted over the years as a result of experience and feedback. “We estimate that we recreated everything we did during the first 2 or so years because we got better. The plot went through 4 revisions in the first year and was continually tweaked, expanded, and revised. Most of it also simply came about as we experimented with the game and the engine and grew familiar with what we could do — originally we were planning something even more open and free-form than we ended up with, but when we realized how fundamentally the game was built for a completely different type of structure, we reigned ourselves in and adjusted our design. … Also, I don’t know if you ever go back and read what you wrote 6-7 years ago, but in my experience that’s a great way to embarrass yourself — I spent a lot of time rewriting old dialogue to be less embarrassing.”

Read more of this story at Slashdot.


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