tag:blogger.com,1999:blog-274287512008-07-11T07:36:34.450-03:00nongames.comChico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comBlogger299125tag:blogger.com,1999:blog-27428751.post-62079815787932748552008-06-27T10:07:00.005-03:002008-06-27T10:56:33.016-03:00flora on abragames<a href="http://www.abragames.org">Abragames</a>, Brazilian Game Developers Association have posted <a href="http://www.abragames.org/JogosBR.html">a note</a> on JogosBR winners. In case you don´t know, JogosBR was a contest organized by Brazilian Ministry of Culture (Department of Culture? Culture Bureau? you decide) to finance games and demos. Flora was one of the selected projects.<br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_jwg1I_LZesE/Rd4z98LVAsI/AAAAAAAAABc/30JlPfbTbfg/s1600-h/flora03_300_en.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px;" src="http://bp0.blogger.com/_jwg1I_LZesE/Rd4z98LVAsI/AAAAAAAAABc/30JlPfbTbfg/s1600-h/flora03_300_en.jpg" border="0" alt="" /></a><br /><br />It took some time until someone publicized the demos, which were delivered on January 2007. Well, better late than never.<br /><br />Reminder: you can play Flora online in <a href="http://www.nongames.com/flora/demo_en/">English</a> and <a href="http://www.nongames.com/flora/demo_br/">Portuguese</a>. Standalone editions are available in <a href="http://www.nongames.com/flora/flora_en_setup.exe">English</a> and <a href="http://www.nongames.com/flora/flora_br_setup.exe">Portuguese</a>.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-89113487534778019462008-06-18T17:51:00.002-03:002008-06-18T17:55:24.200-03:00Spore Creature CreatorBrilliant. Here´s the video of my first creature made on SCC:<br /><br /><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/jDmhB5kO83c&hl=en"></param><embed src="http://www.youtube.com/v/jDmhB5kO83c&hl=en" type="application/x-shockwave-flash" width="425" height="344"></embed></object><br /><br />The editor is great. They could have allowed us more body parts to try on, though.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-59633195239864312772008-06-18T17:09:00.003-03:002008-06-18T17:17:21.460-03:00Casual Games Whitepaper / Spore TrialOn a double post after a loooong time away, here are two interesting things elsewhere on the net:<br /><br /><li> A <a href="http://www.igda.org/wiki/Casual_Games_SIG/Whitepaper/Production_and_Design ">casual games whitepaper</a> on IGDA´s website on the subject. (via Artur Mittlebach through a games mailing list).<br /><br /><li> <a href="http://www.spore.com/trial">Spore Creature Creature Trial</a> is now available for download.<br /><br />I still want to publish, sooner or later, an english version of my last paper.<br /><br />More and more regular posting would be great too. I do have subjects in mind. Finding time is the tricky part.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-63035490252561067352008-04-29T09:31:00.003-03:002008-04-29T11:28:52.977-03:00Spore Creature Creator as a standalone productI still haven´t posted my lecture on Games as Creative Tools. At least I´ll have time to revise it, since <a href="http://www.spore.com/press_042508.php">this happened</a>:<br /><br /><blockquote>"SPORE CREATURE CREATOR AVAILABLE WORLDWIDE JUNE 17<br />(...)<br />Redwood City, CA - April 25, 2008 – Electronic Arts Inc. (NASDAQ: ERTS) and Maxis today announced that a free downloadable demo, and complete retail version of the Spore™ Creature Creator will be available starting June 17, 2008. The Spore Creature Creator gives Spore fans, and those who are creatively curious, the first hands-on opportunity to design their own species and share it with their friends.<br />(...)<br />A complete retail version of the Spore Creature Creator will also be available in North America for $9.99 and most European territories for €9.99, which gives players access to all the creature-making parts in the game."</blockquote><br /><br />Arguably, the creature creator is one of the best parts of the game - if not the best (just look at how many videos there are on the internet about this single feature). However, selling this editor before the game makes me wonder:<br /><br />1 - Will players have to pay for the tool again, once they buy the full game?<br />2 - Would the selling of the Creature Creator be a financial necessity for EA? Why not give away the full version for free? <br />3 - Will it be useful for anyone who has not the full game to place the creatures into?<br /><br />I really agree that populating the Spore MSOG (Massive Single Player Game, as Will Wright puts it) universe even before the game is released is a good move. Plus, I love to see how games are transforming tools into something fun. But there´s something about charging players for the creation tool - when they could buy the full game with all editors a few months later - that strikes me as odd.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-51817076838215858502008-04-17T10:00:00.005-03:002008-04-29T09:30:57.666-03:00Air traffic upcoming gameFrom <a href="http://www.gamasutra.com/php-bin/news_index.php?story=18270">Gamasutra</a>, via <a href="http://www.watercoolergames.org/archives/000920.shtml">Water Cooler Games</a>:<br /><br /><blockquote>"New Jersey based Majesco has announced Air Traffic Chaos for summer 2008, a game in which players take on the job of an air traffic controller, managing flights at busy airports around the world."</blockquote>.<br /><br />As someone who lives in a country where air traffic chaos is a reality, I wonder if Majesco could pull out something that actually conveys the several forces and conditions behind this situation that makes air traffic controller such a complicated job.<br /><br />That is, of course, if the game takes a more serious take on the subject.<br /><br />Anyway, it looks like it could be fun.<br /><br />EDIT 29/04/08: And who says only serious games can open spaces for discussion, anyway?Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-57612523612373734602008-02-15T09:16:00.002-02:002008-02-15T09:34:49.193-02:00long, long break + pollAlmost two months since my last post. That´s quite a while.<br />Too many different things going on (all good) keep me from writing, but I´ll try to post a series soon on games as creativity tools.<br /><br />Which reminds me, here´s a new poll:<br /><span style="font-weight: bold;">Which upcoming product will be a good creativity tool? and which one will reach a broader audience?</span><br /><br />You might need to access the page to see the flash poll.<br /><br /><script type="text/javascript" language="javascript" src="http://s3.polldaddy.com/p/316539.js"></script><noscript> <a href ="http://www.polldaddy.com" >surveys</a> - <a href ="http://www.polldaddy.com/p/316539/" >Take Our Poll</a> </noscript>Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-90581473228118127632007-12-20T23:10:00.000-02:002007-12-20T23:11:50.015-02:00Inkball: Vista's new interface learning gameI often remember a former boss telling me how games are used to teach Operational Systems interfaces in a fun way. That's the case with Windows Solitaire (click, double-click, drag and drop) and Minesweeper (click, right-click). PDAs have also used games to teach peculiarities of their handwritting recognition software. <br /><br />Well, it seems that Microsoft, through Vista, is betting on Tablets and Tablet PCs increasing popularity (I personally work better with a tablet than with a mouse). And to support entry-level tablet users, Inkball is the game to be played.<br /><br />The game is quite simple (maybe too simple, but that's part of the deal, right?): draw lines that bounce and direct balls into their respective holes. With more production value and options, this could have been DS launch title. <br /><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_jwg1I_LZesE/R2sROiV4fiI/AAAAAAAAADE/zI9lnbKtTjg/s1600-h/inkball.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://bp3.blogger.com/_jwg1I_LZesE/R2sROiV4fiI/AAAAAAAAADE/zI9lnbKtTjg/s400/inkball.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5146225940635352610" /></a><br /><br />A handwriting recognition game would be interesting too. <br />Hum... and also an educational handwriting game for alphabetization classes, I guess...<br /><br />PS: More than two weeks without posting! I wonder if that's a record. And I am still quite busy. I guess that's the way it is as we approach the end of the year. Anyway, it's good busy.<br /><br />PS2: I am just guessing, but I think nongames.com should change significantly in 2008, content-wise. <br /><br />PS3: My presentation on games as creative tools turned out nice. I'll post more as soon as I translate it.<br /><br />PS4: In case I don't post again in 2007, I wish a happy new year to everyone.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-79360102879660350612007-12-03T08:24:00.000-02:002007-12-03T08:27:32.442-02:00BusyNo, I'm not devastated about our <a href="http://nongames.blogspot.com/2007/11/poll-have-you-ever-started-something-in.html">less voted poll ever </a>(3 votes??), I'm just terribly busy at work and finishing a presentation.<br /><br />I Hope I can get back to nongames soon, next week.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-84726206683866631632007-11-22T09:50:00.000-02:002007-11-22T10:04:01.856-02:00Games as art toolsAs I might have said before, the use of games art artistic tools is something I would like to investigate on a deeper level (PhD?). Meanwhile, I´ve found that Flavio Escribano, from the Universidad Complutense de Madrid has produced a very complete, thoughtful and polished <a href="http://www.viralgames.org/?p=428">publication on the subject</a>. If you can understand Spanish, you should check it out.<br /><br />(Via <a href="http://www.mushroomcorporation.com/?p=109">Mushroom Coorporation</a>)Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-69818415021248542872007-11-21T20:10:00.000-02:002007-11-21T20:12:00.203-02:00Poll - Have you ever started something in real life because of a game?Weekly poll (you might need to access the original post in order to access the flash poll). <br /><embed allowScriptAccess="never" saveEmbedTags="true" src="http://www.polldaddy.com/poll.swf" FlashVars="p=141898" quality="high" wmode="transparent" bgcolor="&#035;ffffff" width="252" height="534" name="beta3" salign="tl" scale="autoscale" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" ></embed><br />Feel free to post information about your own experience on the comments section.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-26899672486479527002007-11-19T09:58:00.000-02:002007-11-19T09:58:42.705-02:00Will Wright on Games and ImaginationWhile researching for <a href="http://nongames.blogspot.com/2007/11/digital-games-as-creative-tools.html">my presentation</a>, I found out that Wired.com has a great article entitled "<a href="http://www.wired.com/wired/archive/14.04/wright.html">Dream Machine</a>", by Will Wright, where makes a very similar point to the one I intend to.<br /><br />I'll probably come back to it later next week. For now, here is a passage from it. There are gome good things that should be referenced later.<br /><br /><blockquote>"Like the toys of our youth, modern videogames rely on the player's active involvement. We're invited to create and interact with elaborately simulated worlds, characters, and story lines. Games aren't just fantasy worlds to explore; they actually amplify our powers of imagination.<br /><br />Think of it this way: Most technologies can be seen as an enhancement of some part of our bodies (car/legs, house/skin, TV/senses). From the start, computers have been understood as an extension of the human brain; the first computers were referred to as mechanical brains and analytical engines. We saw their primary value as automated number crunchers that far exceeded our own meager abilities."</blockquote><br /><br />Even the McLuhan analogy is there. I need more tricks :)<br /><br />Anyway, I think my research is coming out fine. Most of it was already done, and it feels more like putting the pieces together with some coherence. Although all I have is a loose structure, I am already moving from "how can I make it last 15 minutes" to "how can I make it fit 15 minutes". I hope I don't get lost.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-34931905864376626562007-11-14T10:54:00.000-02:002007-11-14T11:29:07.489-02:00Google Gadgets as game platformI don´t know how many <a href="http://www.igoogle.com">iGoogle</a> users there are (a lot, I guess), but since Google has been trying to <a href="http://code.google.com/apis/gadgets/docs/dev_guide.html">attract and support google gadget developers</a>, I was wondering if this couldn't be a very interesting game platform. <br /><br />I haven´t really researched the <a href="http://code.google.com/apis/gadgets/docs/dev_guide.html">dev guide</a>, but I have no doubt that some original games could be made, taking advantage of iGoogle´s user base and structure.<br /><br />The idea of browser-accessible, script-embedded games and activities is very attractive. <a href="http://www.metaplace.com">Metaplace</a> seems to be a much stronger player in that area. In fact, Metaplace seems to be so ahead (hum... Metaplace Google Gadget!), that maybe Google Gadget Games should embrace alternative features, such as text games, parallel gaming, etc.<br /><br />Of course, there are several successful GG games, such as Sudoku, Chess, Tetris, etc. But I´m willing to bet that something new could come out of it. It could be an interesting niche, anyway.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-11914087754595614772007-11-12T10:10:00.000-02:002007-11-12T10:11:12.767-02:00The Endless Forest<a href="http://farm1.static.flickr.com/185/422955846_e3e41c2a29.jpg?v=0"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px;" src="http://farm1.static.flickr.com/185/422955846_e3e41c2a29.jpg?v=0" border="0" alt="" /></a><br /><br />I have no idea how could I overlook it for so long: <a href="http://www.tale-of-tales.com/TheEndlessForest/">The Endless Forest</a>is a (non)game from Tale of Tales that is not only highly original (just check out their list of <a href="http://www.tale-of-tales.com/TheEndlessForest/actions.html">game verbs!</a>), but also beatiful.<br /><br />From their website:<br /><blockquote>"The Endless Forest is a multiplayer online game and social screensaver, a virtual place where you can play with your friends. <strong>When your computer goes to sleep</strong> you appear as a deer in this magical place.<strong> There are no goals to achieve or rules to follow</strong>. Just run through the forest and see what happens. (Emphasis mine)"</blockquote><br /><br />(What about my emphasis?)<br /><strong>When your computer...</strong> Endless Forest is a screensaver - which is a brilliant idea, I think.<br /><strong>There are no goals to achieve... </strong> See? It <em>is</em> a nongame, I was not pushing too far.<br /><br />More from their website:<br /><blockquote>"You are a deer. So are the other players. You meet each other in an endless forest on the internet. The setting is idyllic, the atmosphere peaceful. <strong>You communicate with one another through sounds and body language</strong>."</blockquote><br /><br />This could be very interesting. And I wonder if it wouldn't work even better within a goal-driven context.<br /><br />Well, for those who are interested, here's the <a href="http://tale-of-tales.com/TheEndlessForest/download.html?english">download page</a>.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-12866918563220788952007-11-06T22:52:00.000-02:002007-11-06T23:16:09.205-02:00Digital Games as Creative Tools - submission acceptedThat abstract <a href="http://nongames.blogspot.com/2007/09/digital-games-as-creative-tools.html">I posted here</a> sometime ago was accepted, and now I have to prepare a 15 min. lecture about it. So here is a list of things I want to remember during the presentation (please, feel free to contribute)<br /><br />Magic circle and wider view of the impotance of play(Huizinga), possible interventions using games, simulation as training and evaluation tools, "between fictional worlds and real rules" (Juul), technologies of information (Levy), "learning semiotic domains" and "the insider principal" (Gee), videogames of the oppressed (Frasca), freedom of play, open-ended worlds, confronting challenges, free from oneself by binding to another (Sutton-Smith), a place to interrogate (Mcluhan). the Sims, elektroplankton, mods, the movies, second life, etc.<br /><br />(here's the abstract, by the way):<br /><blockquote>Digital Games as Creative Tools<br /><br />Chico Queiroz<br /><br />Within the debate on the role of imagination and the imaginary in design theory and practice, there is a correlate issue that should be addressed. An issue within the scope of that debate, but that subverts the original perspective: the role of design in imaginary and creative practices. The objective of this analysis is to identify and discuss aspects and features that enable virtual ludic environments, such as electronic games, as catalysts for imaginative and creative processes. In order to investigate such connections, both terms that incorporate the definition of our subject must be taken in consideration: The ludic qualities, or sense of play, that makes them games, and also the elements that differentiate them as virtual, system-based, electronic. Digital tools have been used for all kinds of purposes. They are routinely used as extensions of our memories, via databases and storage spaces, and our senses, through the use of communication devices such as webcams. What is being proposed here is an investigation on how new technologies, more specifically video games, can function as extensions of our imagination and creativity - and how playfulness, inherent to such cultural artifacts, could relate to this technology, lending and borrowing qualities capable of amplifying their potentials, resulting in a successful and powerful combination that insufflates the creative process. This analysis takes in consideration perspectives presented by contemporary game and new media studies, and also by studies on traditional games and play.</blockquote>Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-55758047110042649262007-11-06T09:21:00.000-02:002007-11-06T09:37:12.428-02:00DS - natural nongame platformIt's amazing how many simulators, training and freeplay games are released for Nintendo DS every month. Some of them:<br /><br /><li>Flash Focus: Vision Training<br /><li>Imagine: Fashion Designer<br /><li>Anti-stress game by Mindhabits<br /><li>Brain Age 2: More Training in Minutes a Day <br /><li>Hannah Montana: Music Jam<br /><li>Facial Training game<br /><br />etc, etc. <br /><br />I have mentioned that before, but I believe some of the reasons for that are: <br />a) Portability and Individuality - an independent system that you don't have to plug into anything else and that can be played discreetly anywhere.<br />b) Price - much cheaper than a next-gen console.<br />c) Dual screen featuring a touch screen - more screen space for instructions and buttons that can be accessed using the stylus equals less need for memorized control schemes.<br /><br />Am I forgetting anything?Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-70580181739362034432007-10-31T19:00:00.000-02:002007-10-31T19:25:05.518-02:00Scariest videogame momentJoining the debate (<a href="http://www.rampantgames.com/blog/2007/10/what-are-your-spookiest-gaming-moments.html">here</a>, <a href="http://blog.pjsattic.com/corvus/2007/10/this-time-its-fright-night-for-real/">here</a> and <a href="http://kingludic.blogspot.com/2007/10/snip-snip.html">here</a>), I think the list should include the <strong>Nightmare level in Max Payne</strong> (<a href="http://www.youtube.com/watch?v=hAWMmNQEdwk">here's the link </a>to a YouTube video that didn't support embedding, in case you don't remember it / haven't played it).Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-35643292068584719782007-10-26T09:00:00.000-02:002007-10-26T09:07:05.363-02:00Poll analysis - Gaming hours per weekWe get less and less votes (maybe qualitative is the way to go - this time we've had an extensive individual report), but our <a href="http://nongames.blogspot.com/2007/10/poll-how-many-hours-per-week-do-you.html">poll results</a> seem to indicate a strong niche of busy gamers (as does the website <a href="http://gamerswithjobs.com/">gamerswithjobs.com</a>).<br /><br />Myself, I would like to play daily gaming sessions - meaningful ones - that take as long as it took me to write this post.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-75543672476946162952007-10-25T18:07:00.000-02:002007-10-25T18:08:45.872-02:00Does game design practice improves your fairness?<a href="http://onlyagame.typepad.com/only_a_game/2007/10/justice.html">Bateman's post on Justice</a> and subsequent comments reminded me of how I often wonder if the contact with game design can help us to improve our sense of fairness. After all, it's also about balancing asymetrical sides and giving fair conditions to players, taking in consideration several factors involved - player skills, difficulty level, etc.<br /><br />A pratical example: Teachers might find better ways to test their students, for instance, considering their ability (and willingness) to improve their work <em>after</em> initial correction and evaluation. <br /><br />After all, from a game design perspective, fairness is always necessary to avoid frustration from the player - and that includes giving them less <em>or</em> more than needed.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-18057483557983513202007-10-23T13:09:00.000-02:002007-10-23T13:13:26.924-02:00Poll - How many hours per week do you play videogames?(Late) weekly poll (you might need to access the original post in order to access the flash poll). Still on "too busy" mode. <br /><br /><embed allowScriptAccess="never" saveEmbedTags="true" src="http://www.polldaddy.com/poll.swf" FlashVars="p=125124" quality="high" wmode="transparent" bgcolor="&#035;ffffff" width="252" height="389" name="beta3" salign="tl" scale="autoscale" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" ></embed>Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-13047029676598998302007-10-19T11:09:00.000-02:002007-10-19T11:09:27.281-02:00Poll analysis - Wii Flash GamesWe haven't got a significative number of votes to really judge the state of Wii Flash games market, but I wonder (and <a href="http://nongames.blogspot.com/2007/10/poll-wii-flash-games.html">poll results </a>might support this):<br /><br /><li>Aren't flash wii games a reallity in terms of commercial success, of even as an alternative field for creative games?<br /><br /><li>Is it possible that they become so? <br /><br /><li>Episodic games - a key to succesfull flash wii games?<br /><br /><li>Are there more potential FWG developers than players out there?<br /><br /><li>Is there any company working on 3D-enabled wii compatible game devkit? I know Unity3D should work in the near future, but are there any PCs alternative? (Unity3D is just for Macs).Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-37708083350936997632007-10-18T09:39:00.000-02:002007-10-18T09:59:28.157-02:00Sitcom-esque episodic gameI have just found <a href="http://www.developmag.com/news/28654/Super-Ego-reveals-PS3s-first-episodic-game">this link</a> on the comments section for <a href="http://onlyagame.typepad.com/only_a_game/2007/10/ea-reneges-on-o.html">an interesting post by Bateman</a> on EAs creative IP.<br /><br /><br />From <a href="http://www.developmag.com/news/28654/Super-Ego-reveals-PS3s-first-episodic-game">the article</a>:<br /><br /><em><blockquote>PlayStation 3 is to get its first episodic game - and will be the first console to boast an original such type of game - thanks to the Super-Ego Games' upcoming Rat Race.<br /><br />A sitcom-styled narrative game set in an office, the game charges players with making through a day's work and is designed to give players the feel of playing an episode of a TV show. <br /><br />The game is being written and voiced by a cast and crew that have worked on the likes of South Park, Sex and the City, Ugly Betty, and the excellent Flight of the Conchords.<br />“We believe that next-gen gamers seek new and innovative game titles, and Rat Race is just that,” said Greg Easley, co-founder and president of Super-Ego Games. <br /><br />“Rat Race represents a completely new take on the adventure genre, combining it with living, breathing characters and TV-quality comedy writing. <br /><br />The game delivers what action gamers want, but it also has funny, engaging dialogue, well-conceived characters and a comedic story that really hooks people.” <br /><br />The studio has been teasing and hyping Rat Race's existence for the past few months, saying it's narrative-driven approach to games will 'revitalise' the industry.<br /><br />In a statement released at the end of July, Bob Welch, CEO and EP at the studio said: “Our goal is to create games with engaging characters and storylines that appeal to mass audiences, while taking advantage of next-gen technology. We know, and our market research has proven, that both casual game players and traditional gamers are looking for something new, accessible and enjoyable.”</blockquote></em><br /><br />It sounded really interesting, so I decided to look for their website. This is something from <a href="http://www.superegogames.com">them</a>:<br /><br /><em><blockquote>Super-Ego’s core engine has been optimized for games that run on PCs and next-generation consoles. The engine is ideal for titles that share the following features: <br /><br />• Personality Simulator: Creates motivations, idiosyncrasies, and interests that drive behavior for all in-game characters.<br /><br />• Conversation Creator: Delivers real-time dialogue with lifelike timing, consistent with character personalities; dynamic conversations generated on the fly based on character actions and needs. <br /><br />• Listening System: Makes navigating a world in which many characters converse easy and pleasurable for the player. <br /><br />• Scene Scripting System: Allows for TV- or film-style cinematography and easy creation of high-quality cutscenes.<br /><br />• Expression System: Drives lip synching and appropriate facial expressions for thousands of lines of dialogue.<br /> <br />• Information Inventory System: Allows player to gather information and develop tactical knowledge by overhearing conversations, examining in-world objects, and asking questions.<br /> <br />• Animation Engine: Brings characters to life with complex, life-like animation sets; ensures that animations are rarely repeated.<br /> <br />• Script Creator: Moves from screenplays to flowcharts to non-linear game scripts that recreate feel of the original entertainment franchise; allows for the simulation of myriad TV, movie, and book properties. <br /><br />• Small Download Footprint: Allows for rapid downloads of files for direct digital sales to consumers. <br /><br />• Action System: Allow for integration of diverse gameplay modules: stealth, chase/race, puzzles, shooting, and fighting.</blockquote></em><br /><br />It sounds amazing, but I really don't know anything about actual gameplay and mechanics (keybords + joystick) or business models (monthly fee?). Still, I think it would be great if a product like this actually succeeded.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-81136203054933040052007-10-16T20:14:00.000-02:002007-10-16T19:18:09.761-02:00Poll - Wii Flash GamesWeekly poll (you might need to access the original post in order to access the flash poll). I'm too busy to post anything serious, but there are so many visitors looking for Flash Wii Games that I have to ask something about it.<br /><br />Wii Flash webgames...<br /><embed allowScriptAccess="never" saveEmbedTags="true" src="http://www.polldaddy.com/poll.swf" FlashVars="p=120970" quality="high" wmode="transparent" bgcolor="&#035;ffffff" width="252" height="378" name="beta3" salign="tl" scale="autoscale" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" ></embed>Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-75915498962996112872007-10-11T08:35:00.000-03:002007-10-11T08:32:31.211-03:00Poll analysis - Visual stylesAs I write, those are the numbers for our <a href="http://nongames.blogspot.com/2007/10/poll-game-visual-styles.html">latest poll</a>:<br /><br />The visual styles of your favourite games are...<br /><br /><li>3D Photorealistic (1 votes)<br /><li>3D Cartoony (3 votes)<br /><li>3D Stylized (something between cartoon and photorealistic) (6 votes)<br /><li>2D Photorealistic (0 votes)<br /><li>2D Cartoony (4 votes)<br /><li>2D Stylized (6 votes)<br /><li>other (0 votes)<br /><br />TOTAL VOTES: 7<br /><br />I wonder if this preference doesn´t reflect the current state of gameplay and game themes much more than game graphic capabilities. I think it was Chris Crawford who, in his book, advised designers to downgrade graphics in case gameplay didn´t match its level of realism. I could be wrong, though. In fact, games that achieve for realistic, sophisticated gameplay, such as <a href="http://en.wikipedia.org/wiki/Fa%C3%A7ade_%28interactive_story%29">Façade</a>, often use stylized graphics paradoxally <em>reinforcing</em> the game´s verosilitude.<br /><br />And of course, there is that <a href="http://en.wikipedia.org/wiki/Uncanny_Valley">Uncanny Valley</a> issue, when photorealistic characters look repulsive.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-46087978591629803322007-10-10T07:40:00.000-03:002007-10-10T07:40:52.100-03:00Eliza and direct text input in gamesOnce a tutor of mine wondered why there weren´t more experimentations with direct text input in games (that was before Façade, I believe), and why so few games tried to develop something like Eliza. I guess that´s because graphics got all the attention in games. Would there be any other reasons?<br /><br />For you who don´t know what I´m talking about, here´s a description from <a href="http://en.wikipedia.org/wiki/ELIZA">Wikipedia</a>:<br /><br /><blockquote>"ELIZA is a computer program by Joseph Weizenbaum, designed in 1966, which parodied a Rogerian therapist, largely by rephrasing many of the patient's statements as questions and posing them to the patient. Thus, for example, the response to "My head hurts" might be "Why do you say your head hurts?" The response to "My mother hates me" might be "Who else in your family hates you?" ELIZA was named after Eliza Doolittle, a working-class character in George Bernard Shaw's play Pygmalion, who is taught to speak with an upper class accent."</blockquote><br /><br />For you who want to try it, here´s a <a href="http://abcguides.com/abcsoftware/eliza_js_noframe.htm">web implementation</a>.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.comtag:blogger.com,1999:blog-27428751.post-78902644947539032352007-10-09T08:03:00.000-03:002007-10-09T08:03:58.275-03:00Crossing bordersVery busy weeks ahead, but must keep thinking about present and future projects.<br />It´s a little bit strange that these short-to-medium-term plans do not include designing games (at least commercial ones) but other kinds of products that are, somehow, related to games. It could be a necessity (no real industry around where I live) but also a sign that video games, as a medium, are spreading their qualities across other fields. Fields where I can try to apply what I´ve learned from game design and culture.Chico Queirozhttp://www.blogger.com/profile/01285547874562596857noreply@blogger.com