Wednesday, May 30, 2012

Redbull Battlegrounds Austin

Grats to MC.

I had a really awesome screen from the tournament saved,
but I fucked it up and this is all that is left.


._.











It will do.


I actually haven't watched the end of the final game. The live stream died from too many people watching.

I haven't watched a tournament or even played Starcraft since the semester started, but I think I'm going to have to get really sick of Diablo 3 first.


How 90% of My Conversations About Gaming Feel

I ran into an old friend that I haven't seen in maybe three years. I tried to explain what sort of stuff I've been doing and researching lately, but it was awkward.


Monday, May 28, 2012

Diablo 3 (or My Life at the Immeadiate End of Spring Semester)

My Diablo 3 characters so far. There's a story to the name BoulderSmash.













I think I've spent a sufficient enough amount of time playing Diablo 3 to actually talk about it now. However, my brain is completely fried from playing so much D3. All I think about is D3. My roommate, who has never played a Blizzard game in her life, references D3 when we talk. I've reconnected with old friends and enemies alike to fight the forces of evil in Sanctuary. My diet went out the window, my sunlight time was cut by probably 75%, and my brain is just fried. People thought I left town. (And I sort of did)

I forced myself to take a long enough break from D3 to realize that I'm behind on everything.
I used Pippin's book as a mousepad without even thinking about it.

D3 is awesome,

in an evil sort of way.

[There are spoilers. You've been warned.]

Response: "She Tried To Make Good Video Games For Girls, Whatever That Meant"

This is my personal response to the Kotaku article posted today about girl-centric games
and the failure of Purple Moon.

They're probably enjoying Wolfenstein 3D, like I once did.


















Saturday, May 19, 2012

Fine Print

Well, this is troubling.



















In other news, I got Pippin Barr's book in the mail today.
It's dedicated to all the pigeons in Wellington.
I went to Wellington once, but I don't remember the pigeons.


Sunday, May 13, 2012

7DFPS






















Sometimes, when I stalk Notch, I see things like this. 7 days to make an FPS? Challenge accepted.

I'm really interested in seeing where this goes…I wonder if I'd be able to throw together something sort of like an FPS before the 9th…

------------------------------------------------------------------------------------------------------------------------------------------------


Thursday, May 10, 2012

This is Why I Don't Wash My Car



Below are some articles that I've been reading/plan to read/read and thought were pretty neat:

Continuation of Project 2...

I recently finished all of the chapters of the question arc from Higurashi no Naku Koro Ni. I was shocked when I saw these screens in the final bonus chapter. It was almost like a reminder from Hinamizawa that I spent the whole semester wanting to really continue working on Project 2 and now I finally have time to do that. I already began to take inventory of what I felt needed to be done, so this is a summary of that process:
























I'm going to prove a video game character wrong!!

Mario's Fiercest New Foe




Himself!

Images of People Running From my Show (5/01/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]


















Before they fled, tshirts were thrown aloft to the wind of chance.

Claxtech® AGON DIVISION™ Internships Opportunities Seminar at the University of Tennessee Knoxville with Representative Christine Ellis (5/01/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]

Things just got really tragic.

Dys4ia (4/21/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]
























Apply Now (4/16/2012)


[[[This is a post from my Critical Gaming class at UTK.]]]




























*Participants are required to bring their own weapons (4/13/2012)


[[[This is a post from my Critical Gaming class at UTK.]]]




Samsara (3/27/2012)


[[[This is a post from my Critical Gaming class at UTK.]]]


- Team T34MVV0RK (Becca & Nicole)


------------------------------------------------------------------------------------------------------------------------------------------------





















Samsara (1988) (3/25/2012)


[[[This is a post from my Critical Gaming class at UTK.]]]





















Did you guys ever play this? Best Genesis game ever, but the translation was mediocre.

Ambience Act 1 (3/17/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]


Behold: The Cat Fountain (3/15/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]


Realtime Art Manifesto: A Response (3/09/202)

[[[This is a post from my Critical Gaming class at UTK.]]]


Endless Forest - by Tale of Tales

------------------------------------------------------------------------------------------------------------------------------------------------
Hello! 
In my critical gaming class, we recently discussed your manifesto from 2006, called the Realtime Art Manifesto. I was wondering if your perspectives have shifted since this was written, especially in terms of restricting the experience of the game to a single audience. Since the writing of this manifesto, do you think that these ideals have grown in the independent game design community or has the there been a trend that destroys these ideals?

------------------------------------------------------------------------------------------------------------------------------------------------

Hello Nicole, 
Our thinking has evolved since then, of course. We have learned a lot. And have released several games since then. But I think we still believe in the main points of the manifesto. We still feel that videogame technology has the potential to serve as a medium for a form of art that is both incredibly wonderful and desperately needed. 
I do think we have given up on expecting massive changes across the entire games industry any time soon. The industry has become a lot more fragmented since then, too. Maybe it doesn't make sense any more to think of it as a single whole. I do see a strand in videogames moving towards our ideals. But this is happening much more slowly that I would like. 
Our focus now is on establishing a small but important enclave as it were, where beauty and surprise can happen. Most people in this enclave are independent developers, but they are a minority. Big pixels and trivial fun still reign supreme in the independent games community. But that doesn't matter. Popularity and artistic merit do often not go hand in hand. This shouldn't mean that we should abandon artistic merit! 
If you're interested in our thinking, you might like to read other things linked from here:

http://tale-of-tales.com/tales 
Thank you for enjoying our games.
Michael Samyn
------------------------------------------------------------------------------------------------------------------------------------------------





Makeover: The Game (2/26/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]

How to play:

1) Go to Taaz.com









2) Upload a photo or choose a model image















3) Follow the guidelines (or don't)












4) ?????!?!?!?












5) POST MASTERPIECE IN COMMENTS



Find the Airport (2/22/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]

How to play:

1.) Go to Mapcrunch








2.) Choose to hide location






3.) Click GO to be transported to a random place in the world.






4.) THE ADVENTURE OF A LIFETIME BEGINS

Simulation of Simulations (2/21/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]





Avatar Partnership (2/15/2012)


[[[This is a post from my Critical Gaming class at UTK.]]]



In the Mulvey article, it is argued that one establishes ego by looking at and identifying the self in the mirror. Onto that reflection, we place ego, expectations, and assumptions onto ourselves, whether or not our perceptions are accurate.

YEEEAH!!











Claxtech® AGON DIVISION Product - World of Doors™ (2/07/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]


The Turning Test™
















Through Caillois's writings about play, we were introduced to the concept known as agon, competitive play wherein there is always a loser and a winner that begin on the illusion of an even playing field. Wark took this further with his description of gamespace, wherein agon is overlaid on our reality and at the base of social interaction, wherein there is still a winner and loser but the basis of the outcome isn't necessarily fair or clear. Juxtaposed with these concepts is the world of the video game, where the outcome of competition is part of a set algorithm. It can be argued that these algorithms are warping our expectations of outcomes in reality.

The Claxtech® Practical Guide Series™ addresses this by theoretically laying out every possible outcome in a straightforward mundane activity, such as in World of Doors™, a strategy guide devoted to assisting those who seek mastery in the task of opening doors.

While perfection cannot be reached in reality, an algorithm overlaid onto that reality defines an  outcome and therefore gives the user something to strive for. So with this guide, one could argue that perfection could be achieved--specifically in regard to opening doors by the standards set by Claxtech®. The Claxtech® AGON DIVISION strives for defining the algorithm for all activities so that perfection can always be achieved.

Claxtech® AGON DIVISION will always be there for you. 


















As a physical form, this project would eventually be like a printed and bound strategy guide. The user can always 'play the game' without the guide, but they would otherwise choose to use the guide to exploit the game, to achieve greater completion/perfection, or simply to curb boredom after getting stuck.


The guide opens with a strategy set by the author, Alan Turning, creator of The Turning Test™, where the user could test anything to ensure whether or not it qualifies as a door by the standards described. The second part of the Turning Test™ is to use a specific procedure to open the door. This sets a catalyst for the rest of the guide that goes further into depth about interacting with various types of doors, as listed in an exhaustive Door Bestiary. Beyond the bestiary is concept art for kicks.

While there is a theoretical list of all door types possible, there will always be doors that will exist as anomalies beyond the standards set in the book. However, by the standard initially set by defining a door, one could argue that these either are or aren't doors and therefore do not qualify to be part of the algorithm. Doors that I excluded include dog doors and trap doors.


Alan Turning, who is not related to Alan Turing so stop asking.





















The design style that I chose to express through this project references back to the International Style in design from the 1950s and 60s. The International Style was created in an idealized effort to standardize a style of design that communicated clearly and transparently to any culture. The typeface choice is entirely in Helvetica, the poster child of this era, and one of the most prevalent, possibly generic, typefaces in the world. This era was aggressively bombarded with theories of standardizing a system in which graphic design would exist, as well as to establish the definition of design. Within it existed strict rules and constraints, like the way this book is algorithm-izing a small task in reality.

Doors are, for the most part, designed in a very specific manner and measurement of which most of us are completely unaware. Different countries have different standard door sizes, but do we realize this when we are in those new places? This knowledge does not assist or destroy our ability to use it but rather the door is a device that tends to remain invisible in its workings, just as helvetica is said to be invisible. When the user becomes aware of the door, it is generally because of a problem rather than a challenge. In the same way, the more a user plays a video game, the more they become aware of the algorithm and begin to play the algorithm rather than within the illusion that the game is painted with. It could be argued that doors are invisible to us because we are accustomed to the algorithm of doors themselves.

When minor tasks are broken down exhaustively, we are forced to see every aspect of the activity laid out plainly. But in this moment, we can often see details that were not apparent before. Games begin with rules or boundaries that create challenges that must be overcome whether or not the game or the player sets the goal. In this instance, Claxtech® has set the boundaries for the user when they go into the activity of opening doors. Before these boundaries existed, one would not have paid attention to any sort of right or wrong way to open the door unless the door did not open for some reason (which is unexpected). Even if one does not follow the guideline set by Claxtech®, they can still open the door normally, but not, by their standards, properly to fit within the construct of the game.

This is a set of challenges one could overlay into reality, but would it be done with World of Doors™? The main point isn't necessarily to play World of Doors™, but rather to make the reader more aware of a complexity that would otherwise not be made aware. Our lives are filled with very complex tasks and activities that run on our own distinct algorithm. I would argue that before video games, we were already inclined to create algorithms to make sense of the world around us. When a door that usually opens does not open or a car that usually runs does not run, we tend to briefly panic that our personal routines have been broken or threatened. The algorithm teaches us to have expectation in reality.

I would like to continue this project someday and explore what it means when an algorithm is directly applied to interact with the unpredictable results of reality in gamespace.




Don't Shit Your Pants: A Survival Horror Game (1/24/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]

But the crown will not stop you from shitting your pants.


















Today in class, we were told to go find a stranger and ask for a quest.

After receiving some very negative responses, I finally found someone who was receptive to my request for a quest. This person, who was clearly uncomfortable, told me and my teammate in a terrified stammer to go to the library. On the way to the library, I asked another stranger for a quest. They asked for a fish to be delivered to room 455 within the next two days. When I did a followup on this quest, they said that sometimes you can find fish in grocery stores. Fortunately, there were some gummy sharks in the library's store. Sharks are technically fish. I completed these quests and returned to class…


Elevator Co-Op Simulation (1/20/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]



Here's a playthrough of a Gmod game that's been circulating around recently. In the game, the player(s) enter a large elevator and proceed to go up (or...down?) several floors. The only abilities that the players have other than directional movement are to check their watches or cough softly. The most interesting aspect is that we get to see how the players are reacting to the scenarios they are presented with. Have you guys played any interesting custom Gmod games?

Fun with Gmod (1/16/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]

If you own most of the Valve games on PC/MAC and have some extra cash, you should get Garry's Mod. It allows you to pull up assets from various Valve games and pose them, break physics, and make horrifying creations. During the summer sale, I convinced some friends to throw down a whopping four dollars for Gmod and then the chaos began.

A perfect world: where pyros and spies are friends.

















Unity Dev Tool (1/15/2012)

[[[This is a post from my Critical Gaming class at UTK.]]]


Today I messed around with Unity, aka robot hell.

Unity is a game dev tool that allows you to map out events and models visually, as well as test them.

Let's just move this hallway to the sky.