The design and business of gaming from the perspective of an experienced developer

Month: January 2005 (Page 2 of 2)

Virtual Villain Virtues for Real-Life Villains

I’ve been extremely busy the last couple of days, so I wasn’t going to post, but this is too good to pass up. J the Yellow points out that the Florida Department of Corrections has a website which mentions (fairly glowingly), the ideals and principles set out by the Guardian from Ultima — you know, the Orwellian state run by the megavillain? “John Hosie” sounds like the name of a great philosopher, but it turns out, he’s just one of the biggest Ultima Wonks of all time, filling the web with Ultima Fandom under the name Houston Dragon.

Quick Links for the January Cold

Sorry for being out of touch. Work has been busy lately (endless brainstorm meetings!), and my weekends will be dominated by the football playoffs this week and next. Just to point y’all to interesting stuff to tide you over:

What Casual vs Hardcore Actually Means

In the Toyetic thread yesterday, Abalieno said this:

[B]eware when you say that there’s space for a casual MMO, you are also aiming to casual subscribers.

This is, interestingly, very wrong, but most game observers wouldn’t realize this. That’s because ‘casual’ and ‘hardcore’ are the most misused words in the game industry. In fact, I misused it in my own comments. Continue reading

Toyetic Gameplay

In Jamie Fristrom’s Half-Life review, he unveils a new word, ‘toyetic‘. I like it. Here’s what he has to say:

“Toyetic” was a word given to me by a friend who used to work at Mattel who doesn’t like being mentioned in my blog. It means, “like a toy.” An amusing sidenote is that the guys at Mattel are trying to make their toys more like computer games, while we’re trying to make our computer games more like toys. Or toy chests, anyway. The collection of guns in your typical FPS are already toyetic; a set of toy guns, each with their own kind of play. Half-Life 2 gives us a bunch of new toys above and beyond the usual collection of weapons: the air raft, the gravity gun, the dune buggy, the ant lions, portable gun turrets, squads of soldiers. Each toy comes complete with a context to make it interesting, and makes Half-life 2 feel like a brand new game, not a rehash.

Continue reading

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