Bonoboblogs

June 24, 2011
http://www.bonoboblogs.org/imported/gamification-applied-right/

Gamification: Applied right?

scnclr.de-this_is_not_a_game
Pic: (cc) BY scnclr.de

The Gamification-debate is about roll and I do not have a tightened opinion yet. I just read this article at 4 color rebellion (thanks @ludonaut), about how to get it wrong. Just applying achievements and most simple game-mechanics to real-life tasks is not the thing, we should talk about, when we talk about Gamification! From a game-designers point-of-view this is a big failure. Just making game-mechanics and achievements does also not work too well, when making games. If you have a game, that is based upon simple game-mechanics and achievements only, than the result will be a) a poor game or b) a game, that lasts for minutes or hours to play. Boring stuff. There is more to good games.

If we talk about real game-design here, there is much more about stuff explore (and exploit!). When it comes to Gamification, I can imagine really new concepts of getting things done, for example at companies or webbased-platforms. Sites like “Stack Overflow” for example really improved the content-quality, just by applying really simple mechanisms, that most wouldn’t even consider to be a game. If applied right, than we could get much more productive while having more fun at work, even without noticing it. Several years ago, one thought popped in my mind and I wondered, why nobody else had this in mind: If you playing Tetris or any other puzzle-game, that you are doing sorting, sorting, sorting all the time. Humans like to sort! Humans love to collect as well! Now imagine, how many billion people are playing Tetris just in this second? Could we apply this to real-world tasks? I was wondering, why really nobody was coming up with this topic for years. Now with the Gamification debate, things are moving slowly into that direction. I agree with 4-color rebellion, that there is a risk to apply it wrong. If we want Gamification to happen, than we need real game-designers do this work and not some experts doing trends!

Some links, that might be of interest: gamification-research.org, GameToilet – cartoons about game-design, Why Gamification will kill us all – SMBC Comic. (Add your link here.)

flattr this!

June 22, 2011
http://digitaltools.node3000.com/blog/3184-receipt-racer-videobeamer-printer-game

Receipt Racer: Videoprojector + Printer = Game

Did you ever used a printer for playing games? No? Now you have the chance with Receipt Racer. All you need is a videobeamer, a printer, some game controller, a Mac and a copy of Receipt Racer. Even the sourcecode is available!

The game is played on a receipt printer, a common device you can see at every convenient store. It prints those papers you usually find crumbled up in your pockets, just to throw them away. It is a thermal printer using heat to darken the paper. This eliminates any slowdowns in printing lots of black. A roll can be ordered online and costs around 80 cents. 50 meters is the maximum distance you are theoretically able to race in one run, before running out of paper. So ecologically it’s pretty much a disaster, just like any real car.

The nice thing is: after finishing the race, you can take away the map you played. The map includes the score and a nice game-over screen as well.

How did they made the collision-detection? It is all about calibrating the beamer with the software. The game-engine knows the playfield and also knows the position of the player sprite. Collision therefore is not made on the reality-surface, but internally in the software. Great project, made by undef and Joshua Noble. (via)

June 20, 2011
http://gamedesignreviews.com/scrapbook/meta-ludonarrative-dissonance/

Meta-Ludonarrative Dissonance

That’s one hell of a title isn’t it? Let me explain. So Clint Hawking (Far Cry 2) coined the term Ludonarrative Dissonance. It’s quite a mothfull but it refers to a simple phenomenon – when the way a character is represented in the story of a game differs from the way the character behaves during gameplay. The [...]

June 18, 2011
http://gamedesignreviews.com/scrapbook/zerko-how-to-learn-math/

Zerko – How to Learn Math

I recently had one of those long-winded discussions on Facebook. It was quite educational. I had the opportunity to read up on some Math. Especially, the Riemann Hypothesis. In a nutshell, it’s a hypothesis about a very weird mathematical function that could be used to calculate large prime numbers. But in order to do so, [...]


http://digitaltools.node3000.com/blog/3174-dear-esther-and-indie-fund

Dear Esther and Indie Fund

Dear Esther looks like a very interesting, upcoming gaming experience. That game has an interesting story in its creation. Originally started by Dan Pinchbeck in 2007 as a mod in the context of a research-project at the University of Portsmouth the game hit some serious audience. It also won the best world/story award at the IndieCade festival in 2009. So there was clear evidence, that Dear Esther got the potential, to become a successful title on the market. And that is how the game became the 4th funded title of the Indie Fund – a collective that funds and invests in unique indie games.

Indie Fund about titles like Dear Esther: “While Indie Fund is looking for unique gems that exemplify the indie spirit, it is not a charity, and the funding partners hope that they don’t lose their investments. (…) the time is right to find out just how commercially viable such offbeat titles really are.” (quoted from Gamasutra).

Creative Indiegames like Dear Esther are fundable, because there are small teams working on the title, not teams that are like 20 or 100 members big. Original indiegames can make enough money, to refund, but do not necessarily be real million sellers. This is why this could be the right time with the right opportunities for getting big in being indie. Let’s look forward to it! (via)

flattr this!

June 17, 2011
http://gamedesignreviews.com/scrapbook/notgames-fest/

Notgames Fest

This summer, the Cologne Game Lab is starting the Notgames Fest. Tale of Tales have agreed to work with us on this. Instead of explaining everything, just check out our website. http://www.notgames.colognegamelab.com/ This is my personal Blog so I wanted to write down some of the reasons why this is a project that I find very, very important. [...]


http://digitaltools.node3000.com/blog/3165-notgames-expo-and-festival

Notgames Expo and Festival

Notgames Fest Expo Cologne Game Lab

Parallel to the Gamescom 2011 and the Game Developers Conference (GDC) Europe 2011, the Cologne Game Lab will host an event of the special kind: The Notgames Fest is an exhibition and a “play together” of so called “Notgames”. Games, that are more expressions by itself than systems of set rules. There is a call for submissions! You can submit your works until the 10. July 2011. The event is curated by Tale of Tales (Auriea Harvey & Michaël Samyn), who came up with the original Notgames Manifesto.

Event is on the 15. / 16 August 2011. Feel free to join the Notgames Expo Facebook-Group about this event.

flattr this!

June 16, 2011
http://digitaltools.node3000.com/research-and-theory/3160-the-future-of-art-in-the-networked-era

The Future of Art in the networked era

What is art all about in the era of highly available access to information and cultural artifacts? How does the role of creation and artist will change? How is art integrated into culture in the future? Questions like this stand in the middle of this 22 minute documentary, including lots and lots of footage and interviews with some people from the present, taken during the Transmediale Berlin 2011. Find the list of the participants, including the links to the artists websites at the Vimeo-page. (via)

flattr this!


http://gamedesignreviews.com/scrapbook/monster-hunter-podcast-episode-43/

Monster Hunter Podcast Episode 43

On this episode of the Monster Hunter Podcast: The Horny Cast. We get all horny – we move out equipped only with hunting horns. However, PSN disapproves and lots of thing go wrong. Enjoy us fail! Get the mp3 of the episode here. The RSS Feed is here. Get us in iTunes here. The Tumblr Blog here. Enjoy!


http://gamedesignreviews.com/scrapbook/monster-hunter-podcast-episode-43/

Monster Hunter Podcast Episode 43

On this episode of the Monster Hunter Podcast: The Horny Cast. We get all horny – we move out equipped only with hunting horns. However, PSN disapproves and lots of thing go wrong. Enjoy us fail! Get the mp3 of the episode here. The RSS Feed is here. Get us in iTunes here. The Tumblr Blog here. Enjoy!

June 15, 2011
http://digitaltools.node3000.com/blog/3151-fract-beta

FRACT beta

Just in case you missed the beta of the game FRACT: just don’t miss it. FRACT is a somehow abstract adventure game, that plays in a virtual world, reminding of TRON or something like The Sentinel, Rez or Darwinia. It is not only the look, but excellence also comes from the sound-design. Extremely well made sounds totally support the games experience. (The game was selected as one of the Independent Games Festival student showcase winners as well.)

For my opinion the riddles are a little too abstract, but walking through this designed landscape alone is worth the try. The beta is available for download the the FRACT website, is available for Mac or PC (and is about 170 Megabytes, just in case you ask). The game was made by Richard E. Flanagan, linger in his portfolio as well!! (via)

flattr this!

June 14, 2011
http://gamedesignreviews.com/scrapbook/chicken-ghost/

Chicken Ghost

I did something… unreasonable the other day. You see, back in the days when I was 10 or so and moved from Poland and Germany, I had a board game. This was a big deal because as you might think, I was quite upset about losing ALL my Friends and ALL my Family and being [...]


http://gamedesignreviews.com/scrapbook/chicken-ghost/

Chicken Ghost

I did something… unreasonable the other day. You see, back in the days when I was 10 or so and moved from Poland and Germany, I had a board game. This was a big deal because as you might think, I was quite upset about losing ALL my Friends and ALL my Family and being [...]

June 13, 2011
http://gamedesignreviews.com/scrapbook/l-a-noire-fridge-horror/

L.A. Noire Fridge Horror

I borrowed L.A. Noire over the Weekend. I was interested in finding out what the fuzz is all about. First, I was blown away by the facial animation. Then, I was surprised about the streamlined and quite accessible interface and controls. Then I almost rage quit because of the arbitrarily punishing interrogation system. Finally, I [...]