Archive for the ‘Design’ Category

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I’m all out of gum

May 19, 2009

Duke-Nukem-Forever-1536I must confess, I always had hoped that Duke Nukem Forever would be released and proceed to win a Game of the Year award from numerous publications and online magazines. Sure, the development of 3D Realm’s long speculated vaporware title has been gaming’s longest running joke, but I still had faith that the studio could release a good game. Looking at their library from ten years ago, the studio along with id and Epic were one of the heavy weights of great game design and great games. Looking at the leaked animation footage from Duke Nukem Forever, the game looked like a lot of fun. Read the rest of this entry ?

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Small talk, high concept

May 15, 2009

largeAnd with that, I have finally returned dear reader. First and foremost I would like to apologize for the drought of content on this site of late. Unlike many of my fellow university blogging cohorts, I do not have the foresight to offer the same professionalism of time management to plan out and write posts ahead of time. But I would like to thank all of you that continue to diligently return to read postings and look forward to an update on the site. Now with the summer season upon us I hope to post more regularly, frequently, and periodically for your liking. Read the rest of this entry ?

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BoRT April ’09 [The Wire]

April 19, 2009

w_logoA note before I begin this Blogs of the Round Table post, you may have noticed that there is a drought of content on this site. This was mentioned before at the beginning of this month. The main reason—aside from poor time management—is that these last weeks of April mark the final weeks of the semester. As I am preoccupied with papers, presentations, and undergraduate grading my time has become criminally limited. I will try to post at least once a week, but until mid-May I will be predisposed with other responsibilities for the coming weeks. With that in mind, let us begin this BoRT entry. Read the rest of this entry ?

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Why graphics still matter

March 21, 2009

far-cry-2I finally made the plunge and updated my PC. After months and months and scrimping and waiting for bargain deals to pop-up online I finally have the components to completely upgrade my gaming rig. Looking back, it has taken over a year to collect all the parts necessary. The final result is I can run DirectX 10. Immediately after booting up the new hardware with the most updated drivers and I checked on a few older games I had in my library to see the difference. Though I was happy with the results it was not until I began running Far Cry 2 that it really hit me: graphics matter. Read the rest of this entry ?

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Reiteration, remediation, & recourse (Part 2)

March 14, 2009

madbraidI spoke last time about reiteration without touching upon the importance of remediation. Especially for new media, remediation functions as an access point presenting the new with the familiar. It is no surprise that we see in videogames the necessity to invoke and relate to the cinematic experience as a starting point for new gamers. The advent of music games, Wii titles, and casual games are perfect examples of using these sorts of access points to introduce a new audience. But while remediation functions wonderfully in new media, its use in game design is questionable. Read the rest of this entry ?

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Reiteration, remediation, & recourse (Part 1)

March 11, 2009

gameboysHaving recently completed Resident Evil 5, it became apparent to me how the game is structured in both narrative and mechanically almost identical to the previous Resident Evil installment. This posting, however, will not be a discussion about the game but instead, something that has continued to nag at my brain for the past couple of weeks: the notion of reiteration in videogames or rather, more specifically, the philosophy of technological development that has “plagued” game design and mechanics for these past decades. Read the rest of this entry ?

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BoRT Feb’09 [Paranoid Android]

February 24, 2009

scannerI have long considered the idea of contributing to CorvusE’s “Blogs of the Round Table” over at Man Bytes Blog. But time and ambivalence have reserved my position to an onlooker more often than a participator. Therefore it is almost poetic that my first entry for BoRT not only comes late in the month but also branches off from Travis Megill’s January BoRT entry over at The Autumnal City. In it, he proposes the idea of designing a game from a literary source: Philip K. Dick’s cyber-punk, science fiction novel A Scanner Darkly. Read the rest of this entry ?