segunda-feira, 27 de agosto de 2012

Highlights from "The Grasshopper"

Some good quotes from this excellent book. Informations for reference: SUITS, Bernard. The grasshopper: games, life and utopia. Broadview Encore Editions: Toronto, 2005.



p.37 – Let us say, then, that games are goal-directed activities in which inefficient means are intentionally chosen. For example, in racing games one voluntarily goes all round the track in an effort to arrive at the finish line instead of ‘sensibly’ cutting straight across the field.

p.48/49 – My conclusion is that to play a game is to engage in activity directed towards bringing about a specific state of affair, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possibly such activity.

p.55 – Playing a game is the voluntary attempt to overcome unnecessary obstacles.

p.59 – Cheaters at games are precisely like liars in everyday life.

p.120 – (about Role Playing Games) For at first it seemed that the performing of assumed roles was the essence of the kind of game we were trying to capture.

p. 130 – By amateurs I mean those for whom playing the game is an end itself, and by professionals I mean those who have in view some further purpose which is achievable by playing the game.

quinta-feira, 23 de agosto de 2012

quarta-feira, 22 de agosto de 2012

quinta-feira, 16 de agosto de 2012

A brief presentation of gaming market in Brazil

I received a mail from an american user asking me to put some information about gaming market in Brazil. So, I'll share some brief ideas about this subject.



First of all, Brazil doesn’t have a formal industry of games. In Brazil we have high levels of piracy, high taxes for foreigners products, and a Playstation 3 game could cost around U$ 90.

However, Brazil is a wide country (190 million people) and is the country with greatest navigation time in the internet of the world (22 hours a week). Brazil is the country has 200 millions of active mobile devices (30% smartphones and 70% mobile phones) so, internet and mobile are good platforms to develop games and entertainment.

I'll try to find some researches about our market (in english) to publish here.

Szia!

quarta-feira, 15 de agosto de 2012

The Gamification of Death: How the Hardest Game Design Challenge Ever Demonstrates the Limits of Gaming

Video games can evoke powerful emotions, and deeply affect the people who play them. Plenty of games have already proven that the medium is capable of dealing with complex issues, but are there subjects that video games just aren't equipped to handle?

Margaret Robertson of the experimental game studio Hide&Seek explored this very question at GDC 2012, as she and her team ran into some real trouble when working on their interactive media experiment, Dreams of Your Life.


[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]

Source: Gama Sutra.

sexta-feira, 10 de agosto de 2012

'Mum, Dad, I want to be a Game Designer'

This is a presentation made at the SAND, (Swansea International Animation Festival), in November 2008 (little bit old but is very good), by the Global Head of Employment Brand, Matthew Jeffery. In this video here about game design, what game designers do and what skills you need to be one. As this video is of a complete presentation made it is 50 mins long.



What do you think about that?

quarta-feira, 1 de agosto de 2012

About Cognitive Apprenticeship and Games

"When you play the Uncharted 3: Drake's Deception game on the PlayStation 3, you don't tell Nathan Drake what to shoot, you don't direct him where to go, and you don't give him commands to follow. No, you don't control Nathan Drake because you ARE Nathan Drake. By operating the character in the game, you learn the implicit rules of the world you inhabit".



REFERENCE
:


KAPP, Karl. The Gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeifer, 2012. (pages 69 and 70)