27 JUL 2018 by ideonexus

 The Boundaries of a Game Versus Boundaries of Other Kinds...

What does it mean to say that games take place within set boundaries established by the act of play? Is this really true? Is there really such a distinct boundary? In fact there is. Compare, for example, the informal play of a toy with the more formal play of a game. A child approaching a doll, for example, can slowly and gradually enter into a play relationship with the doll. The child might look at the doll from across the room and shoot it a playful glance. Later, the child might pick it u...
Folksonomies: gameplay
Folksonomies: gameplay
  1  notes
 
21 JUN 2014 by ideonexus

 A good game teaches you how to play it

What you eventually discover as you continue to play is that Portal is a game about escaping from rooms that operate according to rules you are unaware of. You learn that each room is a puzzle, increasingly booby-trapped, and the game requires you to understand more and more complex physics in order to get out. If you don’t teach yourself the physics of each new room— that is, if you don’t learn the rules of the game—you’ll be stuck there forever, listening to the AI system repeat herself. M...
Folksonomies: gamification
Folksonomies: gamification
  1  notes
 
28 AUG 2013 by ideonexus

 Nationalism in a Virtual World

As the game grew in international popularity, players from all over the world converged on the U.S. West server, leading to frequent overloading and lag in game play. The problem became particularly acute when Diablo II was released in Korea. Within a few weeks of its release, Diablo II sold 300,000 copies, making it far and away Blizzard’s most profitable overseas launch. This rapid uptake produced a massive influx of game players into U.S. West, causing further problems with game lag. Where...
  1  notes

Story of when Diablo II opened in Korea and the influx of users sparked a hostile reaction from Western players.