gewgaw

                                                               . . . a splendid plaything

2/29/2008

How We Connect

From Le Monde

Ch-Ch-Changes

Sometimes its hard to understand how games ever actually make it to the finish line. So many things threaten a project – from early concept on through final execution. When you see an announcement like this, this and this, it’s hard not to get sad about the state of game-related industries.

I feel pretty lucky to be working on an original game for the Wii, with a small, creative and dedicated team that has the support of our entire organization. It’s all too easy to lose track of just how rare that really is.

2/22/2008

BOOM BLOX @ GDC

In case you were not there – Lou had a surprise for everyone!!

:)

Bricked

BOO!

My 8125 bricked! I will look for a replacement today (too much going on yesterday to grab the time!) but if you are at GDC and I have not responded to your call or text message – this is why.

iPhone… or not? iPhone.. or not??

I was waiting for the next rev!

:(

2/17/2008

ZERO BUGS!

I just cleared my bug plate. I know it won’t last but…

Ok – now to drive up to SF. Warren – I’m gonna be late for dinner!!

:)

2/15/2008

Hee hee

Via Jurie:

2/14/2008

Editor in Chief

One of the parts of Boom Blox that I’ve spent a lot of time on (surprise surprise) is the editor. Take simple block creation tools, add physics – and the results are pretty amazing!!

What’s cool is that the editor, combined with Wii-mail capabilities really takes Boom Blox to the next level in terms of creativity, communication and expression (as I mentioned briefly in my LIFT talk). And hopefully – not just for “gamers” but for any person who picks up a Wii Remote.

If you check out this week’s IGN Wii-k in Review podcast you can hear a bit about the editor (~14:15 – 18:01)… and there are also some tidbits up on the Yahoo preview:

Although destruction may be at the core of the game play, the real fun begins when you create your own interactive gems using a host of unique characters, building blox and tools. Every element used in creating a level can be manipulated and tweaked to generate different outcomes. Blox aside, you could just place several of the characters from the game’s story mode on a common stage and watch them clobber each other. That’s something you’d never see in your sister’s Barbie playset.

And from Joystick

Imagine a bottomless bag of these pieces, a virtual world driven by ‘real,’ responsive physics (how hard you toss the ball actually matters), and the freedom to create; to set your own rules to the game. Not in a building mood? Boom Blox has plenty built for you: towering Jenga puzzles, shuffleboard matches, shooting galleries, domino chains … a ‘reunite momma gorilla with her babies’ mission — and on and on … Dare we say: Boom Blox is kid tested, hardcore approved. This May, put down Brawl, pick up those blox.

:)

Facebook Gets More Game

New features rolled out today for Facebook include sweets, deletions, and searching for new sweeties… hopefully not in that order! Interestingly, the singles function is point-based!!!

“We are working on lots of other new ways to earn more points – if you run out of friends to invite, please come back soon and check this page out again.”

Indeed!

Will it be pay to play…. or play to play? I hope for the latter, but that’s probably to be expected!!!

2/12/2008

GDC – MDA and Experimental Gameplay

As per usual, I will be teaching in the 7th annual Game Design Workshop at GDC. If you are attending the conference & have not attended the tutorial before – I strongly recommend it!!

:)

At the workshop, we teach the MDA framework: Mechanics, Dynamics and Aesthetics. This framework serves as a formal vocabulary for discussing the aspects of game design – with a focus on how we can design towards Aesthetic experiences (Emotional Engineering/User-Centered Design).

The workshop is a 2-day experience with many hands-on exercises. Participants build games in small groups, using the vocabulary to discuss the goals, process and outcomes. Instructors include developers from all walks of industry… Clint Hocking will be joining us this year at the big round table!

I will also be co-organizing the Experimental Gameplay Sessions with Jon et al. Sure to pack in lots of discussion about the latest and greatest in experimental games. Come check us out mid-week as its bound to be a blast!!

Emotion & Games

Stephane has finally posted his new theory about emotion in games, which he spoke about at GFG in Hannover last month.

Being a kindred spirit (believer in the emotional engineering perspective w/r/t game design) I am super excited to see this coming to a concrete form that we can talk about as we move forward. Tons to think about here, especially w/r/t the talks Raph, Jon, Doug and myself have been giving over the last year or so.

Can’t wait to jaw about it at GDC!!!

CERN

Holy crap, CERN is cool – especially the helmets!!

Will post my own pix soon…

2/9/2008

LIFT 08

Greetings from Geneva – and Lift 08 – which was awesome!!!

I have not organized my snaps & thoughts yet – but Souris and others have been posting to Flickr and Twitter… and videos of all the talks are posted here.

But even MORE awesome… we are going to CERN today to see the SUPERCOLLIDER!!! Geek heaven!

Super dooper cannot wait – have been up since 4:30!!!

POW!

BOOM BLOX was announced this week!

Check out the IGN Preview, the trailer ( you can download here)… and most importantly, the paper chicken. It lays bombs!!

It’s gonna be POW!!

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