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I am moving my blog to http://petrilankoski.wordpress.com/. I am bit tired to keep updating WordPress at taik.fi. Aalto blogs is not an option for me, as the only appearance option follows the Aalto style and I do not like the style. The main message is that game designers should be able to code. Code is the tool of the trade. (http://bbrathwaite.wordpress.com/2011/03/01/built-on-a-foundation-of-code-game-edu-rant/) I agree that one should be able to design dynamics for games. Designing dynamic is to design code. Understanding algorithms, state machines, behavior trees can be extremely helpful for game design. This said, knowing rudimentary coding can be helpful, knowing more software design can be more helpful. How much one should know about software design to be able to design games? But would math and excel skills also be used for this? We just put up a blog for collecting the info of game research and teaching in Aalto University. Now we have people on two departments blogging, but hopefully we can get all researchers and teachers who work with game(-related) things to join in. Game Studies special issue Game Reward Systems (edited by Mikael Jakobsson, Olli Sotamaa) is out. Table of contents
Thought provoking
Platformers:
I Found these on the list of Ten Games that Make You Think About Life on Casual Girl Gamer. THINK DESIGN PLAY 5th International Digital Games Research Association (DiGRA) Conference 14-17 September 2011 Hosted by the Utrecht School of the Arts in the Netherlands Call for participationAfter Leveling Up in the Netherlands (2003), Changing Views in Canada (2005), Situated Play in Japan (2007) and Breaking New Ground in England (2009) the 5th DiGRA Conference returns to Utrecht for Think Design Play The goal of the DiGRA conference is to advance the study of games and playfulness. DiGRA 2011 seeks to connect game research to the creative industries and society by fostering the development of an integrated practice of game research, design, engineering, entrepreneurship and play. The conference is designed as a physical and online playground for meaningful dialogue between all players in the field of games. Whilst the conference will include the presentation of (peer-reviewed) papers and practice, invited talks and workshops, we are also very interested in supporting alternative forms and processes through which to participate and stimulate debate and discussion. Ars Technica has a piece A truly graphic adventure: the 25-year rise and fall of a beloved genre by Richard Moss. Guardian lists their top 20:
Red Dead Redemption is number one, Mass Effect 2 is number two, and Heavy Rain is number three in their list. It seems that these games has win critics; they have been praised elsewhere also. Their also mention Alan Wake (17) and Angry Birds (12). The next Philosophy of Computer Games Conference will be at Athens, Greece, on April 6th-9th 2011. Call for Papers is below: Brandon Sheffield lists top 10 of what went wrong in Postmortems published in Game Developer: http://www.gamasutra.com/view/feature/4001/what_went_wrong_learning_from_.php?print=1 |