Bonoboblogs

January 31, 2011
http://digitaltools.node3000.com/blog/2890-takara-tomy-sound-toy

Takara Tomy Sound Toy

This toy brings everything on a new level: social interaction, music instruments, composition, sound games… In the end this is a real social game. (via Althausen, thx!)

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January 30, 2011
http://gamedesignreviews.com/scrapbook/cybersecurity-emergency-assange/

Cybersecurity Emergency Assange

The Global Game Jam at Cologne Game Lab is over. I’m exhausted but happy. Everybody did such a great job! More recollections follow soon. I’m too tired to write right now. Instead, I give you my contribution (Game is 2MB. Please allow it to load). Click here to play Here is my entry on the Global Game Jam website. [...]


http://digitaltools.node3000.com/blog/2871-global-game-jam-an-accident-in-paradise-game

Global Game Jam 2011: An Accident in Paradise

Yes people, I did it! I finished a game for the Global Game Jam! It is a two-player-game and some sort of “space-fighting game”. (The topic of the game jame was “Extinction” by the way). Since I had extremely limited time at this weekend, I decided to make a game I can assemble in 30 minutes or so. In the end it took me about 8 hours.

This game reflects my growing interest in “fighting games“, that developed over the last 10 or so months. I like the idea of games, that do not have a “optimum strategy” to win the game, like “knowing and mastering all secret moves” or “pushing the button faster or harder“. The idea of having a game, where you can combine tactics to always make a turn on the game against your enemy was and still is of high interest. I am also thinking about stuff like the “All in” at a poker game: you can always be the matchmaker and win epic or fail miserably. Ok, enough of the theory.

An Accident in Paradise” is a 2-player space-fighting game for iPod Touch and iPhone. You play with another human on the iPod as a playboard. The bullet strength is determined by the time-interval between the single shots. Stronger shots extinguish weaker shots. There is no optimal strategy to win, but you have to examine the enemies moves to decide, what works best for you to hit the enemy ship. Unfortunately there is nothing to play on the web right know, because I made this on the iPod Touch device only. I am heavily thinking about polishing the game a little bit and ship it with the Apple App Store. But this won’t be within the next 3 weeks.

Ah, I had a great inspiration this weekend by Sven Väth’s first album “An Accident in Paradise” from 1993. I can still recommend this 17 year old record much, much, much. Here is the title-track “An Accident in Paradise“, but for more popular I suppose is “L’Esperanza“.

Global Game Jam Link: http://globalgamejam.org/2011/accident-paradise

PS: Later this week I will post about other interesting submissions of the Global Game Jam Cologne. Thanks again to the Cologne Game Lab to make this great event happen once again!

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January 29, 2011
http://gamedesignreviews.com/scrapbook/cybersecurity-emergency-assange-wip/

Cybersecurity Emergency Assange – WIP

Global Game Jam has begun. I’m working on my game. It is called “Cybersecurity Emegency Assange”. Here is the splash screen. Maximum Leakage! It is a Contra homage inspired by the true events of Julian Assange singlehandedly infiltrating the White House, flipping out, killing dudes and stealing teh important cables. Which just shows how dangerous he is. By the way you [...]

January 28, 2011
http://www.floriankuhlmann.com/2011/thinking-0-thinking-1/

thinking 0 && thinking 1

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January 27, 2011
http://gamedesignreviews.com/scrapbook/getting-ready-for-global-game-jam-2011/

Getting Ready For Global Game Jam 2011

Oh man, this is going to be one hell of a weekend. There is Global Game Jam at CGL and for some very stupid reason, the CGL Staff decided to hold an important conference during Global Game Jam. But the kicker is that my Girlfriend, who has been away for a month now, returns 3 [...]


http://www.floriankuhlmann.com/2011/billions-are-clicking-a-new-clickworld/

launch of a new clickworld

www.billionsareclicking.com/


Kontextualisierung zum ‘klickenden Körper’ aus

Deep Search -Politik des Suchens jenseits von Google / Einleitung
Konrad Becker/Felix Stalder (Hrsg.)

” Claire Lobet-Maris untersucht die Methoden der Technikfolgenabschätzung und formuliert aus dieser Perspektive die Frage, wie Suchtechnologien Gegenstand einer demokratischen Debatte werden könnten. Aus ihrer Sicht sind drei Fragen zu stellen: die Frage der Gleichheit (gleiche Chancen, online gefunden zu werden), die Frage der Tyrannei der Mehrheit (die Link-Analyse begünstigt populäre Seiten), und schließlich die Frage der Transparenz (also die Möglichkeit, die Funktionsweise von Suchmaschinen zu bewerten und in Frage zu stellen).

All dies führt zur Frage der Autonomie. Diese könnte nach Lobet-Maris eingeschränkt werden, wenn Suchmaschinen davon ausgehen, dass der „klickende Körper“, also die Spuren, die Menschen hinterlassen und die von Suchmaschinen aufgesammelt werden, vertrauenswürdiger ist als der „sprechende Körper“ – das also, was Menschen über sich selbst zu sagen haben. Joris van Hoboken wählt einen anderen Zugang zur Frage der Freiheit: Gegenstand seines Beitrags ist die Regulierung von Suchmaschinen in der europäischen Gesetzgebung.”

January 26, 2011
http://gamedesignreviews.com/scrapbook/why-marketing-is-bullshit/

Why Marketing is Bullshit

Let’s get rid of this whole Marketing thingy. I mean, after watching the following video, it should become apparent how hopelessly useless it is: So what we have here is a guy, who seems to be very good at the game Call of Duty: Back Ops. He is so good actually that he manages to kill 38 [...]


http://gamedesignreviews.com/scrapbook/the-other-monster-hunters/

The Other Monster Hunters

The divide between Western and Japanese gamer culture is sometimes bizarre. I’m talking a lot about Monster Hunter here and it’s incredible success in Japan. The game is still received pretty mediocre in the West. One of the fascinating effects the game being so dominant in Japan is that it’s game design slowly trickles down [...]

January 24, 2011
http://gamedesignreviews.com/scrapbook/an-rpg-without-space/

An RPG Without Space

Daniel Benmergui is probably most known for his inspiring, experimental Flash games like Today I Die, I Wish I Were The Moon or Storyteller. But he was also responsible for an older project I never managed to associate with him until just now. I was actually looking for it because I was running some ideas [...]

January 23, 2011
http://gamedesignreviews.com/scrapbook/monster-hunter-podcast-episode-23/

Monster Hunter Podcast Episode 23

On the this episode of the Monster Hunter Podcast: Naked Shepard, Hidden Baggi. We do a couple of quests to upset Shepard and to entertain our listeners. Also, we fail horribly at God Eater. Nick’s Monster Hunter Videos: A Brief Introduction to Monster Hunter 1 on PS2 A Glimpse at Monster Hunter Dos Get the mp3 of the episode here. The RSS [...]


http://gamedesignreviews.com/scrapbook/the-interface-design-of-sunshine/

The Interface Design of Sunshine

I did a silly thing today. I got an HD version of Sunshine and actually went trough the movie taking screen shots of the interface. My relationship with the movie is … difficult. I don’t think it is a very good movie. But I’m deeply in love with what the movie could have been. It [...]

January 22, 2011
http://gamedesignreviews.com/scrapbook/global-game-jam-timer/

Global Game Jam Timer

The Global Game Jam starts in one Week. I made this useful app and I wanted to share with others also participating. It’s a Flash-based timer application! This is the longest weekend of my life. We are going to project it on a wall so every participant knows how much time they have left. It shows hours, minutes, seconds [...]

January 20, 2011
http://gamedesignreviews.com/scrapbook/micro-for-noobs-more-is-even-more/

Micro for Noobs: More is Even More

I thought I try something new for a change. I will post some observations on how some combat mechanics in Star Craft 2 play out. A big part of RTS games is something called “Micro”. It actually means tweaking minor things to get a slight advantage. If Micro is used consistently the tiny advantages can [...]