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gameological:

It’s all part of creating and presenting a world in which the player coexists. Breaking down the walls between the storyteller and listener, if you will.”

The co-creator of Year Walk on refusing to hold the player’s hand and blurring the lines between game and reality.

Still jonesing to play this game!

gameological:

“It’s often you can make sounds for all kinds of things in the game, but in the end, what is most important is to communicate the game design in some way.”
—Limbo sound designer Martin Stig Andersen on making a video game that doesn’t sound like a video game.  

Limbo is a great game. While you’re reading this article, scroll down to the YouTube recording of Limbo’s forest sounds and play the audio. The various fragments of the game can reveal some striking elements. For instance, after reading this interview, I can easily understand how the ambient soundtrack was meant to convey an increasing assimilation of the main character into the game’s violent environment. As things progress, the soundtrack becomes less distinct & more ambiguous thanks to Andersen’s distortion efforts.

gameological:

“It’s often you can make sounds for all kinds of things in the game, but in the end, what is most important is to communicate the game design in some way.”

Limbo sound designer Martin Stig Andersen on making a video game that doesn’t sound like a video game.  

Limbo is a great game. While you’re reading this article, scroll down to the YouTube recording of Limbo’s forest sounds and play the audio. The various fragments of the game can reveal some striking elements. For instance, after reading this interview, I can easily understand how the ambient soundtrack was meant to convey an increasing assimilation of the main character into the game’s violent environment. As things progress, the soundtrack becomes less distinct & more ambiguous thanks to Andersen’s distortion efforts.

thedailywhat:

Resentment of the Day: On Fake Geek Girls

I feel like I should archive this video for future use. Not for me, but for my little sister who actually enjoys playing video games. So yeah, don’t mind me here.

theavc:


To observe the creation of some of those [early Simpsons] episodes—to sit in a writers’ room that included Conan O’Brien, George Meyer, John Swartzwelder, and so many others—would be to witness a fundamental part of my personality being formed.

Today we talk about the creative processes we wish we could have witnessed. What culture would you like to retroactively drop in on? 

Pretty neat idea. My favorites were Arrested Development, the Beatles, Michelangelo, Werner Herzog’s Fitzcarraldo (though I’ve never seen the film, Herzog & Klaus Kinski would be fucking fascinating to see together), & also The Simpsons. I wanted to agree with a few other familiar works like NewsRadio, but while it was extremely funny, I don’t think it had the impact that other television shows had, which is a shame because it really was a good show. And Breaking Bad? Ehhh… I’ll get to that a bit later. As for my contribution, I’d have to say the creative process behind either the video game Journey or Perry Moore’s book Hero. I wanted to offer my reasoning, but it would be too lengthy for Tumblr’s microblogging mission. Plus, I’m about to leave for some birthday hiking & rock climbing. Ciao!

theavc:

To observe the creation of some of those [early Simpsons] episodes—to sit in a writers’ room that included Conan O’Brien, George Meyer, John Swartzwelder, and so many others—would be to witness a fundamental part of my personality being formed.

Today we talk about the creative processes we wish we could have witnessed. What culture would you like to retroactively drop in on? 

Pretty neat idea. My favorites were Arrested Development, the Beatles, Michelangelo, Werner Herzog’s Fitzcarraldo (though I’ve never seen the film, Herzog & Klaus Kinski would be fucking fascinating to see together), & also The Simpsons. I wanted to agree with a few other familiar works like NewsRadio, but while it was extremely funny, I don’t think it had the impact that other television shows had, which is a shame because it really was a good show. And Breaking Bad? Ehhh… I’ll get to that a bit later. As for my contribution, I’d have to say the creative process behind either the video game Journey or Perry Moore’s book Hero. I wanted to offer my reasoning, but it would be too lengthy for Tumblr’s microblogging mission. Plus, I’m about to leave for some birthday hiking & rock climbing. Ciao!

gameological:

In the final episode of this month’s The Digest, John and Steve Heisler venture into the creepy Swedish woods of Year Walk and come back with nothing but praise.

More importantly, we realize we’re not exactly what the stuff at the center of a Butterfinger is.  

Archiving for download at a later time. I’m updating my iOS to v.6.1.3 right now.

gameological:

“The reason that so many games suck is not because the technology is too modest. The reason that so many games suck is because so many games suck. Making art is hard. No microchip changes that.”
—John Teti weighs in on last night’s PlayStation 4 “reveal.”

Other favorite line:Creativity thrives under limitations. People who love games understand this implicitly, since the best players find the most creative ways to succeed within the confines of the rules.The whole Great Train Robbery thing is really insightful in this article. Read on!

gameological:

“The reason that so many games suck is not because the technology is too modest. The reason that so many games suck is because so many games suck. Making art is hard. No microchip changes that.”

—John Teti weighs in on last night’s PlayStation 4 “reveal.”

Other favorite line:

Creativity thrives under limitations. People who love games understand this implicitly, since the best players find the most creative ways to succeed within the confines of the rules.

The whole Great Train Robbery thing is really insightful in this article. Read on!

gameological:

“Destroying your enemies is banal; showing a little love is special.” —Nice touch: 11 affectionate gestures in video games

Archiving for later use because I like happy stuff.

gameological:

“Destroying your enemies is banal; showing a little love is special.” —Nice touch: 11 affectionate gestures in video games

Archiving for later use because I like happy stuff.

sesamestreet:

So we have a new DVD out called Elmo’s Alphabet Challenge, in which Elmo, Abby, and Telly are transported magically into a video game. Only their knowledge of the alphabet can help them escape!
We’re so excited about it that we came up with the comic above! (Poor Bert.)

Where’s The Gameological Society when you need them?

sesamestreet:

So we have a new DVD out called Elmo’s Alphabet Challenge, in which Elmo, Abby, and Telly are transported magically into a video game. Only their knowledge of the alphabet can help them escape!

We’re so excited about it that we came up with the comic above! (Poor Bert.)

Where’s The Gameological Society when you need them?

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