Jan 062010

Dec 202009

rules

Bruno Faidutti has written his thoughts about the merits of designing rules simply and with particular clarity:

The essence of a game is in its rulebook – the rules of the game are autonomous, complete, finite and known by all players. This may even be what makes games different from most other human activities, whose rules are never as autonomous, as complete, as finite and as clear, which may explain why the latter are often more burdensome and frustrating than the former. This game rules set is virtual, and is the fundamental creation, half literary and half logical, of the game’s author. It has to be explained to the gamers as fast, clearly and completely as possible. The main way to do this is the written rules set. Let’s talk now only of this written rulebook, or at least rule sheet.

read the rest of his editorial here if you wish

via @metagaming

thinfilms pf3H Pinballistic De EvolutionJason Kottke mentioned this post about the economics of pinball, which brings up questions about more than just what our all-time high scores were:

Black Knight brought pinball to a new level, literally speaking because it was among the first games with ramps and elevated flippers, but even more importantly because it brought a new challenge that drew in and solidified a pinball crowd. In doing so it also set the pinball market on a path that would eventually lead to its demise.

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thinfilms philip vw dodds Remembering the contributions of Phil Dodds

Mark Oehlert, an acquaintance of mine via Twitter, turned me onto his friend Phil Dodds, who turns out was not only in the film Close Encounters of the Third Kind, but contributed a great deal to our culture in his short life, including, but not limited to, SCORM:

From Wikipedia:

He was the chief architect of the Sharable Content Object Reference Model (SCORM) under the guidance of the Advanced Distributed Learning (ADL) Initiative, a project of the United States Department of Defense. The ADL SCORM is widely perceived as a means to achieve interoperability, accessibility and reuse of the component pieces of web-based instruction, irrespective of Learning Management Systems. Philip’s work on SCORM will continue as hundreds of organizations around the world continue their collective efforts to resolve remaining issues associated with SCORM’s Simple Sequencing Models, such as a lack of common instructional strategies and taxonomies (common definitions) for learning objects.

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Jim RossignolJim Rossignol is an interesting fellow, particularly in the context that he writes in a unique way about gaming and its influence on culture. Not to mention, the trajectory and contrast of his own story against what he writes makes him an authentic source IMO.

I am anticipating the arrival of his book, This Gaming Life: Travels in Three Cities published by the University of Michigan Press.

Amazon’s product description reads like this:

“In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game.

It was the best thing that ever happened to me.”

So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.

Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.

Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.

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