Mostrando postagens com marcador digital. Mostrar todas as postagens
Mostrando postagens com marcador digital. Mostrar todas as postagens

domingo, 4 de abril de 2021

SPACE TRAIN: a geme about blockchain

Is blockchain a level hard subject? Yeah. Can we facilitate the understanding of this subject in a playful way? Of course we can!

Meet SPACE TRAIN: a full online browser based game that explains some basic ideas of this complex theme.



To understand the complex idea behind the blockchain concept, the game uses a metaphor with aliens being allocated to a spaceship in limited turns. The game was developed by students and teachers at the college where I work (I created the game design). In the future there will be a website with supporting material, but - for now - you can play the game by clicking here.





Enjoy the game and wait for more content.

#GoGamers

quinta-feira, 26 de março de 2015

Game Balance

In this post, we’re going to discuss some ideas about game balance. A good mechanic and a great narrative can be destroyed if unbalanced inside the gaming universe. The logical here moves between many beta tests and iterative processes.



Rollings and Morris (2004, p.105-106) say there are three essential types of categories when we are talking about gaming balance:

➤ Player/player balance: we can find this kind of balance in multiplayer games (Destiny, Call of Duty, Battlefield etc.). The system creates situations for newbie and experienced players trying to create a scenario of good opportunities for all. Luck is an important component here and should be available to all players.

➤ Player/gameplay balance: this type of game usually offers a learning curve to the players. One important thing here is to develop a crescendo of challenges with some key process for the player. The more the player advances in the narrative, the more he/she has information to survive the challenge. The logical behind procedural rhetoric is finding here (http://gamingconceptz.blogspot.com.br/2013/01/procedural-rhetoric-and-games.html)

➤ Gameplay/gameplay balance: “means that features within the game must be balanced against each other”. This balance refers to things inside the gaming world and narrative; if a special weapon causes triple damage, sounds logic to cost three or more times than one that causes double damage. This kind of guide helps us to explore balance in the beta testing sessions. It’s important to thoroughly test the game to detect errors at first, but it is essential to create a balance that will generate a great experience for the player, while the game is running.



Reference: ROLLINGS, Andrew; MORRIS, Dave. Game Architecture and Design. New Riders: Indianopolis, 2004.

quarta-feira, 25 de junho de 2014

Talking about my new mobile game DOMINAEDRO

Last week my new game, DOMINAEDRO, landed at the App Store. The game is a strategic puzzle that mixes dominoes and tic-tac-toe. It’s is an abstract battle between two players that uses pieces of domino as weapons.

The game, originally, was analogic and was launched as an independent title in the beginning of this year. After lots of positive reviews from Brazilian (and even European) sites I decided to transform the analogic version into a digital game.

The game is very simple and I will share the main idea of the rules below. The game’s grid is arranged with nine numbers randomly selected by the system. In a decreasing order: the highest number will be allocated in the center, intermediate values will be around the highest one, and lower values will be on the corners.



Your starting hand has 3 domino pieces. The player with the lowest sum of numbers in a single piece starts the game. On your turn, you must try to put a single piece in the grid respecting the following rules:

1) A number in a domino can only touch a piece with the same number, or lower, in the grid.
2) Like in a domino game, pieces connected on the grid must have the same numbers.
3) Every time you choose a piece, the system will point out the spaces allowed for allocating on the table.



You earn points by dominating a sum on the grid. For that, you should be the player with the highest sum of numbers around a value. In case of a tie, the sum of the second values of dominoes sets the winner. In case of a tie in both sides of the dominoes, the winner will be the player with more pieces.

The game ends when you cannot allocate more pieces on the grid. Each piece not allocated is worth -1 point. Values of the grid that were not completely surrounded by pieces are scored normally.

If a player has dominated all values in a row, column or diagonal, they win 4 extra points for each line. The player with the most points wins the game. Check a short video demo with the game mechanics below:



You can download DOMINAEDRO for free. Click here for more information. I’m waiting for your suggestions, critics and improvements.

Go gamers!

terça-feira, 30 de julho de 2013

The casual experience of DOTS

Created by Betaworks One Studio DOTS is a minimalist abstract game about connecting small dots in a 6x6 grid. DOTS is an excellent example of casual game category for mobile media (iPhone and iPad).

The idea of the game is very simple: join the little dots orthogonally and try to create a big chain, more dots equals more points. But DOTS has a special detail: each game lasts exactly one minute.



And the best part of the ludic experience is to try to be the number one in a global ranking. Many players are trying to overcome the score within the same amount of time.

Check the video below to understand the mechanics and gameplay:



Matching games are a great success since the early years of video games. As Trefay (2010, p.79) remembers us “we like to pattern match – our brains crave it. Games are essentially complex systems of patterns. (…) Games are comprised of pieces that can behave in unique, but prescribed manners. (…) Matching and sorting games provide a very basic form of pattern matching and bring it to the surface of the game. This makes them very accessible and well suited to casual games.”

The elegant gameplay of DOTS brings us a good reference to study casual dynamics. The simple interface and sound design offer us the idea that the basic could be, sometimes, better than the complex.

So, what are you waiting to play DOTS and be number one in the global ranking?



Reference:

TREFAY, Gregory; KAUFMANN, Morgan. Casual Game Design. Burlington: Morgan Kaufmann, 2010

terça-feira, 23 de julho de 2013

Off-topic: Misinformation and trust on the social networking site Instagram

Well, this is not about games but it is about digital/social media. Here it goes: my paper to the ICA (International Communication Association) 2013 congress that happened in Málaga (Spain) last week.



I wrote this stuff alongside with my doctorate ‘mastermind’. =)

Check the content below:

***


Misinformation and trust on the social networking site Instagram
Related area 5: Trust in the media

Dr. Gisela G. S. Castro (Professor of Postgraduate Studies on Communication and Consumption Practices at ESPM/Sao Paulo, Brazil; castro.gisela@gmail.com)
M.A. Vicente M. Mastrocola (Postgraduate Research student and graduation level teacher at ESPM/Sao Paulo, Brazil; vincevader@gmail.com)

Taking communication and consumption as leading and intertwining landmarks of contemporary culture, this presentation discusses a relevant issue regarding misinformation and trust within the context of social media. Acknowledging the prominence of digital networks in today’s mediapolis (SILVERSTONE 2006), where mass self communication (CASTELLS 2009) poses new challenges to understanding current modes of sociability and consumption, our focus will be directed to Instagram, a mobile photo based application for Android and iOS systems, in the light of a recent hoax episode involving Brazilian Internet users of this social networking site.

Some figures may help illustrate Brazil’s role in the global consumption market. The country is the fifth largest in the world, it has the sixth largest population and it ranks seventh in terms of Internet usage. Brazilians are heavy Internet users, spending the largest average number of hours in the Internet (23 hours a week). The country currently has 240 million active mobile devices (30% smartphones and 70% mobile phones), for a population slightly over 190 million (link here).

The circumstances that trigger our discussion began to take place in 2012. On one occasion, rumor was spread on the web alerting users that Instagram Host Company actually owned and was willing to sell content posted on the digital social network. As information quickly spread, thousands of Brazilian web users reacted angrily against the site.

The misunderstanding occurred because company officials had recently published new rules and part of the textual information had been misunderstood. Moments after the negative buzz had spread virally through major digital social networks, company co-founder Kevin Systrom issued a statement explaining that the pictures would not be sold under any circumstances (link here).

Even after the official clarification had been delivered, a significant number of Brazilian users remained skeptical about the application causing Instagram to suffer a heavy impact on its levels of trust.

Due to its huge popularity, Instagram quickly formed an active community of Brazilian users, many of whom are keen fans of the application. Therefore, small changes in its interface or protocols will generate immediate response from its fan based community. As Sandvoss and Harrington (2007) remark, for better or for worse fans tend to engage with their passions not in a rationally detached but in an emotionally involved and invested way. Even the slightest conflict of trust may trigger the display of anger and revolt involving fan communities in social media networks.

With this work we aim to highlight how tarnished corporate image may be as a result of distrust generated by misinformation spread among social media users. As Castro (2012: 188) notes, as more and more people spend hours online, digital technology plays a key role on levels of affection, trust or mistrust, it is important for companies to engage their consumers as partners and fans. In this attempt, social media networks can pose as an opportunity as well as a potential risk.

Informed by academic studies on communication and consumer culture, with special emphasis on digital social networks, our empirical research is based on the virtual ethnographic approach (HINE 2000; KOZINETS 2009). The challenge here is to explore the process of making connections while crisscrossing boundaries related to online and offline corporate as well as interpersonal routines and sensibilities.

We welcome the opportunity to present this relevant discussion as a means of contributing to the ongoing efforts in exploring the role played by the media – especially social media – in constructing and deconstructing ever shifting levels of trust and distrust in today’s culture of consumption.



References:

CASTRO, Gisela G. S. Entretenimento, sociabilidade e consumo nas redes sociais: ativando o consumidor-fã. IN: CASAQUI, V. e ROCHA, R. M. Estéticas midiáticas e narrativas do consumo. Porto Alegre: Sulina, 2012, p. 187 - 206.

CASTELLS, Manuel. Communication Power. Oxford, N. York: Oxford Press, 2009.

FEATHERSTONE, Mike. Consumer culture and postmodernism. London: Sage, 2007.

GRAY, J.; SANDVOSS, C.; HARRINGTON, L. (eds.). Fandom: identities and communities in a mediated world. NYU Press, 2007.

HINE, Christine. Virtual ethnography. London: Sage Publications, 2000.

KOZINETS, Robert V. Netnography: doing ethnographic research online. London: Sage, 2009.

SCHOLZ, Trebor (Ed.). Digital Labor: the internet as playground and factory. Routledge, 2013.

SILVERSTONE, Roger. Media and Morality: on the rise of the mediapolis. Cambridge, UK: Polity Press, 2006.

terça-feira, 11 de dezembro de 2012

Persuasive games

In a very objective way, persuasive games are games that influence players to take action through gameplay.

Despite being just another terminology in the world of games, I think it is important to pay attention to it.

According to Ian Bogost (author of "Persuasive Games”, founding partner of "Persuasive Games Company" and Professor of Digital Media at the Georgia Institute of Technology), games can communicate differently than other media; in this context they not only deliver messages, but also simulate experiences. While often thought to be just a leisure activity, games can also become rhetorical tools.



In the website http://www.persuasivegames.com we can find a lot of good examples of this gaming category. Some of them deserve special highlights, like "Windfall" - a very creative strategy game about building wind farms to create clean energy profitably. Another one is "Fatworld", a very curious game about the relationships between obesity, nutrition, and socioeconomics in the contemporary U.S.

The great question about this subject is: does it work?

I think it’s early to answer this question and we need a lot of research in this area to have a more objective view. One thing is sure: games are not just for fun.

I really recommend Mr.Bogost's book to cast a light in this discussion. Enjoy!



Reference:

BOGOST,Ian. Persuasive Games. The MIT Press, 2010 (paperback) http://mitpress.mit.edu/books/persuasive-games

terça-feira, 4 de setembro de 2012

Slender

I'm a big fan of indie games like Braid and Limbo. The latest (free) addition to my collection is SLENDER.

SLENDER is a short experimental horror game based on the Slender Man mythos. The Slender Man is a faceless creature with long arms in a black suit. A living nightmare from horror tales for children.



SLENDER is a first person horror game created by independent studio Parsec Productions, where your only goal is to find 8 manuscripts about the paranormal creature.

The more directly you come in contact with the Slender Man, the faster your sanity drains away. You can’t look directly at the Slender Man, or your game is over. So it’s a kind of horror hide and seek game.

The game has a lot of good features:

1) Simple first person mechanics: you only need to walk and aim your flashlight at the scenery. Perfect gameplay;

2) Very fast: you can play the whole game in fifteen minutes, and each time you play it the manuscripts (the goal) are in different places;

3) Disturbing graphics and good horror atmosphere: it’s the perfect combination for a dark environment experience;

4) A good narrative: as Dille (2007, p.16) wrote, it is important to remember that the history is working in unison with gameplay. The more your story can be told through gameplay, the better. SLENDER has a good balance between horror narrative and the gameplay, you can feel really scared playing this game.

I’m very happy with indie initiatives like SLENDER. Let's support this cause!

Check the creepy trailer below:



And to download it for free from the official website, click here.



REFERENCE:

DILLE, Flint; PLATTEN, John Zuur. The ultimate guide to vídeo game writing and design. New York: Skip Press, 2007

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!