Game talk

This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.

  • Video game conditioning spills over into real life

    It’s not my headline — it’s from the New Scientist, which reports something that seems obvious — if you condition users to associate certain movements, colors, actions, etc, with particular emotional stimuli, all in a game, the users will react to those things that way even when seeing them in different contexts.

    Volunteers who played a simple cycling game learned to favour one team’s jersey and avoid another’s. Days later, most subjects subconsciously avoided the same jersey in a real-world test.

    It’s the same logic used as when people use videogames to treat post-traumatic stress. Really, I think the researcher is a little disingenuous when he says

    But no-one has shown that video games can train the kind of conditioned responses that underlie much of our behaviour, Fletcher notes.

    I think it most certainly had been, and on many levels. I think here of stuff like the Stanford research on how we treat short avatars, for example. But whatever. More studies is good. 🙂

    Of course, this will also go into the pot with the studies associated with raised levels of aggression, and someone will try to link the two… sigh.

  • Retro Remakes hacked, where to find ’em

    Gabe McGrath writes,

    Hi Raph,

    Found your blog via Technorati, whilst searching for more “retro remakes”. I hit this page. Don’t know if you (or your readers) would be interested, but the RR site was hacked recently, so your link to the downloads *won’t* work. I have compiled all the “off site” links I could find (for each remake author) and put them on one blogpost. So there you go. Sorry if you’ve already “moved on”. (Thought it might be of interest.)

    PS: Funny – I stumbled on your page, and couldn’t work out where I knew your name. Then I saw the book cover – OF COURSE! “Theory of Fun” – read about it on Boing Boing ages ago. Alas, it’s still sitting safely in my “amazon to buy list” as the Aussie dollar has tanked against yours. Hopefully it recovers soon, so I can build my game-related library. All the best 🙂

    Hacked… that sucks. 🙁 Hopefully they recover quickly, it’s one of my favorite indie projects.

  • ‘Rogue Leaders’ excerpt on Habitat

    Rogue Leaders
    Habitat title screen

    Gamasutra is running an excerpt from Rogue Leaders, a new book on the history of LucasArts. The excerpt in question is about Habitat, which is of course one of the seminal virtual worlds. It’s short and worth a read, especially just to marvel at the reason givn for the project’s shelving: fear of success.

    Essentially, if 500 users were so committed to playing Habitat that they remained online long enough to eat up 1 percent of the network’s entire system bandwidth, a full-run production that could attract Rabbit Jack’s Casino numbers could boost that bandwidth number to 30 percent. “The way the system was built, the server software wasn’t capable of hosting that population while still being successful,” recalls Arnold.

    Ultimately, these business challenges caused Habitat to be cancelled after the launch party, but before it had gone into full production and reached retail shelves. It would simply be too popular, and the necessary server fix would be too expensive to make the project viable. And so this massively original, inventive, and cutting-edge project was shelved for U.S. release.