Wednesday, April 13, 2011

Why this cannot be titled "a.r.g.'s are the dissolution of writing."

So the original title I was going to use for this essay was "a.r.g.'s are the dissolution of writing."; but I mentioned this to my partner and she says that I can't be using words that don't mean what I'm saying. She has a particular smite for "dissolution". After we couldn't figure out if a solvent is something which dissolves in a solution, I asked her if the web-address for "dissolution.com" was taken and she said "yes. The web-address for 'dissolution.com' is taken." She didn't really say that, but she was like that. Chrissy has just claimed something which I believe is = [I am lying if the people I have told are not witness to the context in which I said it.] HOld on. I'm going to ask her if she believes that this is what she was saying. By the way, by simplifying what she said, I think I am "lying" by her definition. Or I will communicate it this way. [Chrissy's definition of lying {lying}]

Chrissy: we like made this a pan-media event. Sorry

Saturday, March 5, 2011

Wednesday, February 23, 2011

recording some ideas about game consumption

I apoligize, this is not nearly a complete thought, I'm just experimenting with showing work in this medium. This is probably not a post worth reading.

I wonder if one of the reasons that games are so inviting is because they are so consumable. Accessible experiences of familiarity. The experience of shopping demos is similar to something like rock collecting. I can't tell if the motivation is ultimately social. It's this wanting to know. And the intoxication of upcoming releases is like a sense that the potential for more things to know is reliable enough to day_1 shit.
I fascinated by the psychology of consuming computer games. The highs and the lows when playing the same game are so noticablely extreme. Sometimes, it's the most amazing piece of are, but after a month of playing it wears dull. But only you have changed. The game has been consumed. You've used it up. But everything is still there.
I'm also interested in the motivation to be in the virtual place of the game(the playfield). It requires engaging mechanisms. Sometimes I think of hacking my tendency to play games (by encouraging more benevolent tendencies through game design), but right now I'm interested in how does the game help the player rationalize being there. It's the abilities to do things. So I suppose that if you lack a need to explore your abilities in the game, then you leave quickly having no reason to be there.
I wonder if I will ever read this stuff again.

Wednesday, April 21, 2010

used armor

I'm thinking a lot about creative play in videogames, and so I'm going to start archiving related websites. I'll encourage myself to include descriptions so that it won't just end up as a list of links.

This is one of many pages on a website called "first person observer" that enjoys following the game-mechanics to logical real-world conclusions. This is definitely in line with the concepts I'm attempting to develop.

used armor dealer tells all

Thursday, February 11, 2010

gotta start

I gotta start working the computer into the core loop.

Maybe if I could throw-out quick prototypes.
Cross-words would be quick.
Something about as quick as cross-words, but more dynamic and accessible to the blog.
The blog itself should be the game. Still that is so general that it would only inspire me in the limits of an action of which I would already be participating in.
Actions that I am already participating in; the writting of the blog.
I love circles.
ok.
I'm going to look up "i love circles" and see if there are any answers for me there.
surprisingly, there is nothing there.

Saturday, January 23, 2010

Interview with Curtis Booth, the creative lead on Naked Lunch

As i walked into the offices of Advanced Bots, I definately notice some differences from other game developers. The entire place looks like it's from another era. At first I figure that no one had gotten around to removing the brown shag carpet, but when I see a typewriter at the majority of desks, I know that this must all be a conscious decision.
Curtis greets me in a suit that fits, but doesn't appear to be for any special occasion, it doesn't even seem professional; unless he was at my doorstep 40 years ago selling me a vacuum.

Douglas Quimmel: What were your reasons for basing the game off of the movie "naked lunch" rather than the book.

Curtis Booth: They are similar in name alone. The only reason we would have wanted to do a game based on the book would be because we wanted some sort of street cred with a non-existent literati player-base. The book just makes me feel bad. I haven't even read it, but I've seen enough to know that it is seeping evil. The movie however, was extremely inspirational. It had a certain paranoia that seems more like something I need to get through than something I am putting other people through needlessly. The confusion involved in communications with Interpol and Control are completely plastic, but don't seem baseless. As a game designer, I saw something programmable, but ambiguous enough for real imaginative engagement by the player who is subconsciously trying to make sense of it all. Plus I've always wanted to go to Morocco.