In Ultima Online, the player was a container — one you couldn’t open, but which held your equipped items, your backpack which was the container you could actually see, etc. Because of the freeform “gump” style containment system used in the Ultimas, you could position anything to any location in a…
The tl;dr version is “go here for the talk.”
This past week I was in London, attending Wikimania 2014. Many thanks to Ed Saperia and the organizers for inviting me to speak, it was a highly illuminating experience.
I gave a talk about seeing the Wikipedia experience itself as a series of games: the game of being a reader, the game of editing (or attempting to edit) the content within, and the…
I am speaking this week at Wikimania 2014 in London. I’m speaking in the “social machines” track, which is about systems wherein the code and the people are inseparable — as in Wikipedia itself, social network systems of all sorts — and of course, multiplayer games. I’ll be doing both a lecture session and participating on a panel.
In the talk, I am going to be very literal, and talk about…
Just some relatively incoherent notes here, originally written in an email… this post may serve as useful background as it expresses many of the same thoughts in a more coherent form. This was written in part in response to all the discussion around cloning going on in the game industry these days. As it happens, today I read this Gamasutra blog post:
Everything that can be invented has been…
Everyone is talking about Mountain.
Mountain is a game where you see a 3d mountain. It can be turned. You can play some notes on the keyboard. The mountain does things on its own. Trees grow, clouds, etc. It’s pretty.
There is nothing you can do to affect the mountain, at least not that anyone has discovered.
Now, obviously this is the sort of thing that would get called “not a game.” And in…
One of the things I have seen a lot among younger critics who prefer narrative-centric approaches in their games is an emphasis on questioning definitions of “interactivity.”
Here’s the thing: noticing that the act of interpreting something is effectively “interactive” is not a novel observation.
In the wake of the excitement over No Man’s Sky and its procedural worlds, I thought that it might be a good time to tell some of the story around the version of Privateer Online that I worked on, that never saw the light of day.
After I moved off the UO team, I worked on several MMO concepts for Origin. The mandate was explicitly “come up with something that we can make using the UO server and…
Stick a Bluetooth LE or equivalent transmitter on it. Even better if you can get GPS. Even more if you can get a low power cellphone chip.
Call this a node.
A node has a unique id. Nodes get stuck on objects in a non-removable way. So basically, you have a ThingID.
Monkey-X is my current favorite language for doing game prototypes and even full projects. It isn’t at all widely known, and has more than a few rough edges, but I still find it congenial and thought I’d share so that more people will give it a try.
When I went looking for something to code in, I had the following criteria:
- Get stuff on screen in under an hour. Ideally, under ten minutes.
It has been a very long time since I posted a Sunday Poem. That is because it has been a long time since I wrote a poem. But here is one that popped out the other day.Afternoon Joggers
The way they run, struggling against invisible wind,
Great gusts in their chests buffeting them
Like hurricaned pines.
These flagellates billow out each afternoon,
Tilt up slopes I cannot see, at windmills I…