Games Category Archives

пограничное время

2 July 2012 | Copyright, Games, Literature | 2 Comments

из интервью Брюса Стерлинга:

Научная фантастика в основном о том, как общественность реагирует на изменения в картине мира, описываемого с помощью научного метода.

неудивительное созвучие. вообще, из всех известных мне жанров фантастика наиболее ясно и глубоко исследует отношения между человеком и создаваемым миром — не глубины бессмертной души, но трагизм и остроту противостояния систем.

где мы и отражаемся, словно в неком искривленном зеркале:

Вопрос: Играете ли вы в видеоигры, и если да, то в какие?

Ответ: Я довольно редко играю в игры, но моя дочь работает в техподдержке World of Warcraft. Удивительно, как этот факт впечатляет некоторых людей.

увы:

Вопрос: Что вы думаете о копирайте и законодательстве об интеллектуальной собственности? Как создать эффективную систему использования культурного наследия?

Ответ: Эта тема повергает меня в отчаяние. Жалкое зрелище. Я перестал предлагать какие-либо советы по этому поводу. Здесь всё отвратительно, и вряд ли будет лучше в обозримом будущем.

я бы хотел прочесть фантастический роман о копирайте. о возможных путях развития, например. о государствах, выстроенных по этим принципам. или, наоборот, о людях/генах с открытым кодом.

правда, это была бы антиутопия, как ни крути.

  

REAMDE

15 June 2012 | Economics, Games | 1 Comment

похоже, будет интересно:

My intention at Valve, beyond performing a great deal of data mining, experimentation, and calibration of services provided to customers on the basis of such empirical findings, is to to go one step beyond; to forge narratives and empirical knowledge that (a) transcend the border separating the ‘real’ from the digital economies, and (b) bring together lessons from the political economy of our gamers’ economies and from studying Valve’s very special (and fascinating) internal management structure.

Starting from today, I shall be committing to this blog weekly reports on our projects, experiences and ideas regarding Valve’s various social ‘economies’.

  

о будущем

13 June 2012 | Games, Lifeform | 4 Comments

картина безутешна:

I’ve been playing the same game of Civ II for 10 years. <...> The results are as follows.

  • The world is a hellish nightmare of suffering and devastation.
  • There are 3 remaining super nations [The Celts (me), The Vikings, and the Americans] in the year 3991 A.D, each competing for the scant resources left on the planet after dozens of nuclear wars have rendered vast swaths of the world uninhabitable wastelands.
    • The ice caps have melted over 20 times (somehow) due primarily to the many nuclear wars. As a result, every inch of land in the world that isn’t a mountain is inundated swamp land, useless to farming. Most of which is irradiated anyway.
    • As a result, big cities are a thing of the distant past. Roughly 90% of the worlds population (at it’s peak 2000 years ago) has died either from nuclear annihilation or famine caused by the global warming that has left absolutely zero arable land to farm. Engineers (late game worker units) are always busy continuously building roads so that new armies can reach the front lines. Roads that are destroyed the very next turn when the enemy goes. So there isn’t any time to clear swamps or clean up the nuclear fallout.
    • You’ve heard of the 100 year war? Try the 1700 year war. The three remaining nations have been locked in an eternal death struggle for almost 2000 years. Peace seems to be impossible. Every time a cease fire is signed, the Vikings will surprise attack me or the Americans the very next turn, often with nuclear weapons.

и дополнительный ньюанс:

The only governments left are two theocracies and myself, a communist state.

а я почему-то вспоминаю Квинту.

  

CLANG!

10 June 2012 | Games | 2 Comments

Нил Стивенсон хочет выпустить компьютерную игру, посвященную дракам на мечах (кто бы сомневался). вот, о чем говорит его Kickstarter:

In the last couple of years, affordable new gear has come on the market that makes it possible to move, and control a swordfighter’s actions, in a much more intuitive way than pulling a plastic trigger or pounding a key on a keyboard. So it’s time to step back, dump the tired conventions that have grown up around trigger-based sword games, and build something that will enable players to inhabit the mind, body, and world of a real swordfighter.

в дальнейшем можно будет так же получить доступ к API и SDK, что позволит использовать этот движок и в других проектах. так что спешите поддержать его замысел, если вы истосковались по звону и искрам (а Гейб Ньюэлл уже там).

  

игры для Windows

20 March 2012 | Culturology, Games | No Comments

из описания[1]:

Kafka’s Metamorphosis: The Videogame by Bento Smile

As Gregor Samsa awoke one morning from uneasy dreams he found himself transformed in his bed into a gigantic insect-like creature.

via.


[1] — как вы помните, это прямая цитата.

  

please, retweet

17 March 2012 | Games, Internet, Lifeform | No Comments

у нового поколения другие лунки:

Twirdie being that iOS golf game where your shot strength is based on current popularity of words on Twitter.

сыграем.

  

game design

11 February 2012 | Culturology, Games | 1 Comment

коровы — о людях:

In Wired, Jason Tanz tells the bizarre, incredible tale of how Ian Bogost’s satirical Facebook game “Cow Clicker” became an actual, successful game, despite being designed to show how incredibly stupid and pointless the FarmVille-style Facebook games of the day were. Cow Clicker stripped the FarmVille model to its barest bones: it presented you with a picture of a cow that you could click at fixed intervals. Your friends could also click the cow. You could buy fake money (“moola”) and spend it to get extra clicks. Every click generated a Facebook update: “I’m clicking a cow.” Those with the most-clicked cows appeared on a leaderboard.

Cow Clicker became a top-rated Facebook game, with tens of thousands of players.

weltschmerz ist meine krankheit.

  

и последней улицы название прочли

14 January 2012 | Culturology, Games | No Comments

чудесное описание:

Pixelsocks: Can you describe Ulitsa Dimitrova for context?

Lea Schönfelder: My game is about little Pjotr. He’s a seven-year-old homeless child who lives on the streets of St. Petersburg in Russia. He’s a chain smoker, and he tries to get cigarettes all the time. So he’ll steal vodka and glue to exchange with people he meets on the street. For example, he gives his mother the vodka and gets money to buy cigarettes in exchange. When you stop playing, Pjotr gets tired and lays down. It begins to snow, and then he’ll freeze to death.

ага:

Ulitsa Dimitrova is the quintessential art game: one for which the term “game” is a misnomer. The player can do certain things – beg for money, steal, vandalize Mercedes and trade their emblems for cigarettes – but any sense of achievement is lost. Progress isn’t an option.

via.

  

о фанатизме

23 November 2011 | Culturology, Games, Lifeform | No Comments

вы тоже заигрываетесь?

Live action role playing games show the world that has been created under the impact of mass culture. <...> Everything that does not seem possible in the real world is possible in a game. Office man, student, director of a hospital, nurse, militarist, jewelery trader, teacher becomes a sorcerer, ork, zombie, troll, elf, moss man or goblin.

<...>

The work balance between documental photo and staging. In the series “LARP” portrays his heroes outside the game context. Thus the space around them works as an interspace which creates a natural distance between these characters and the viewer.

персонажи смешны до колик, не вру.

via.

  

головоломка

10 November 2011 | Art, Games | No Comments

Jackson Pollock Puzzle, я не шучу.

и, да, мне очень нравится Поллок.