An Economy of Rules (part 6)
Part 1 Part 2 Part 3 Part 4 Part 5 Games and form. What is the form of a computer game? Should the form be restricted by certain requirements, so that one form of computer games requires a “PC” system...
View ArticleAlgorithm for constructing locked room puzzles
Just thinking out loud here, with no real context. The player is confronted by a locked door. How does he open it? A common construction for this puzzle is the paper-under-the-door skeleton key setup:...
View Articlesitting on the floor at SIGGRAPH
So I’m sitting on the floor near the Emerging Technologies booth at SIGGRAPH, wirelessly connected to the web. Getting wireless working takes a little perseverance, there are plenty of hotspots set up...
View ArticleGame Studies
This afternoon my attention was caught by an exchange between Julian Raul K
View Articleexposition
I recently read the first two books in the Dune series, Dune (1965) and Dune Messiah (1969). An interesting feature of the Dune story is that the books only cover key events in the adventures of Paul...
View Articleproper audience
Indulge me as I muse about the value of criticism and its conflict with popular culture. In the news: Hobbiest programmers — known as “modders” — have discovered hidden sex scenes in the popular game...
View Articleinfluence
I recently came across the Internet Book List, a community driven book database which aspires to be as comprehensive for books as IMDB is for movies. Picking a book at random, I did not find Dickey’s...
View Articleweblog usability
I thought I would do a self-evaluation of my blog, as per Jakob Nielsen’s Weblog Usability: The Top Ten Design Mistakes, or as I like to call it: “blusability” (pron. blue-za-bill-it-ee) 1. Author...
View ArticleLooking at White Chamber
I first played Crimson Room around February, 2004, hearing about it through Nick’s GrandTextAuto post. Viridian Room came out in June of 2004, and Blue Chamber later in 2004. It has been over a year...
View ArticleWhere’s the Manifesto?
Two years ago I wrote some 5000 words discussing rules for creating computer games [An Economy of Rules]. I left off with some statements about the volatile nature of computer games, and a promise to...
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