311 Matching Annotations
  1. Feb 2021
    1. This tedium would be unacceptable in an action game, but Windbound is a survival game. In survival games, death is supposed to mean something. Loss of progress represents the stakes; repetition is the barrier of entry.
  2. www.metacritic.com www.metacritic.com
    1. Please, do not buy this. I am really tired of "games" that are given critical praise because its cool to praise or because its political correct to do. I will break up my review in points so its clear why I dislike this "game" : 1) This is not a game. This is a short story, like an interactive book. 2) This game is so short, that I completed it in a 3 hour bus ride. It was boring. 3) Its a story of a girl that have to take the reigns of her life after divorce. WOMAN EMPOWERMENT. Now you know why this game is rated so highly 4) This is a MOBILE GAME. I paid $3 to play on an iphone (after watching a gaming channel give it GOTY contender. Needless to say, I never watched that gaming channel again). I FELT I WAS ROBBED OF TIME AND $3. Imagine how much I hated this game to feel like I was robbed even though it costed me only $3. 5) This game costs $7 on the eshop. You could buy CELESTE for $9 on sale on the Eshop. That is a great game. I recently bought Hollow Knight for $7 on Playstation. This interactive novel should not be sold as a game. Period. It is a waste of time and money.

      Nothing wrong with interactive novels being sold in the same store as games... as long as it's clear what it is (no false advertising).

      Somewhat agree with some of the other points...

    1. More and more, Im seeing this "retro graphics" (aka - lazy cash in.) money grab titles that are completely broken or absolutely terrible.. and they're RAPIDLY flooding the Switch like flies to horse dung. With no real reliable independent reviews of Indie titles available (Even MetaCritic is blank for at LEAST 70% of these indie garbage games..) players are left with no recourse but to flush hard earned cash on what is essentially a non-refundable gamble.
    1. Remember the helpful old man in the original Zelda for NES: "It's dangerous to go alone, take this [sword]" ? Well, TMF's tagline would be: "It's dangerous to go alone. Off you go, alone. Be careful, I guess."
    1. Choose from multiple unique paksets which offer different graphics and gameplay. Each pakset has different objects, buying prices, maintenance costs, themes and a whole unique gameplay. Every pakset is a new game.
    1. Transport Tycoon is easily one of the best Tycoon games, this variant offers indepth control over your logistic networks and zero breakdowns but with loads of new tools to get to grips with you will need to search up a guide.The other variant, OpenTTD, wants to remain more like the original. its not as precise in its logistics but much simpler to pick up and play.Both are multiplayerBoth are freeIf Simutrans feels abit obtuse, try OTTDIf OTTD feels too simple, try Simutrans
    1. As of today, you can Wishlist OpenTTD on SteamE. Historically, OpenTTD always had a single home from where we distributed the game. We used to be hosted on SourceForge (you know you are old, if you remember that being a thing :D), and slowly moved towards our own self-created distribution methods. These days, we mostly distribute our game via our website. But times are changing, and so is our hair. Over the last few months, we have silently been working to become a bit more visible in the world. Don’t worry, not for reasons you might think: OpenTTD has as many active users as it had in 2007. But more because we no longer think it is the right approach to only distribute via our own website.
    1. As of today, you can Wishlist OpenTTD on SteamE. Historically, OpenTTD always had a single home from where we distributed the game. We used to be hosted on SourceForge (you know you are old, if you remember that being a thing :D), and slowly moved towards our own self-created distribution methods. These days, we mostly distribute our game via our website. But times are changing, and so is our hair. Over the last few months, we have silently been working to become a bit more visible in the world. Don’t worry, not for reasons you might think: OpenTTD has as many active users as it had in 2007. But more because we no longer think it is the right approach to only distribute via our own website. This became painfully apparent when we noticed other people post OpenTTD on some stores. They are not always updated with new releases, sometimes even slacking behind a few years. And maybe more important to us: we can not guarantee that the uploaded version is unmodified and is the version as we intended. So, instead of fighting it, why not turn around and join them! Why not release our own, verified, builds on those stores! And this is exactly what we have been working on lately. And when I say “we”, a bit ironic to me, I mean the two developers that are around longest (myself and orudge) ;) A while back orudge added OpenTTD to the Microsoft Store. And today, I am happy to announce we will be on SteamE too! Well, we are on Steam, but we haven’t released anything there yet (sorry that I got your hopes up, just to squash them right after :( ). This is partially because of how Steam works, but also because we know we can bring a better experience for Steam with our upcoming release. That brings me to the most exciting news: if everything goes as planned, we will release OpenTTD 1.11 on Steam on the first of April, 2021! And that is not even an April fools’ joke! You can already Wishlist OpenTTD today .. and till we release on Steam, you can find our game via our website ;)
    1. Tired of games where there are tips and tutorials of all kinds and you can finish them without much difficulty?
    1. That fact that I am giving this little indie gem it's first review more than two full weeks after it launched shows the sad state on Steam of how the over saturation of asset flips and low effort garbage buries little treasures like this game.
    1. Ah, the old advertising games... It's kind of hard to explain for new generation of players, but back in the days we had games fully dedicated to certain brands. And they wanted us to pay for them. Don't get me wrong, I'm not talking about games like Zool and Biker Mice from Mars that used to include excessive product placement. Even some Teenage Mutant Ninja Turtles games had it. I'm talking about games that were created solely to promote a certain brand. Like Pepsiman, where we played as that weird Pepsi mascot, or Avoid the Noid with the scary bunny-like... creature from Domino's (there was actually another game about him, but it was just a “hack” of somewhat popular Famicom game Kamen no Ninja: Hanamaru). Like I've said, it's kind of hard to explain, but back in the days, kids were less sarcastic, while Ads were... well, a bit more than just Ads.With no Internet, with TV being way more than it's today and with way, WAY less rules applied (because SEGA does what Nintendon't), Ads were more than just that annoying thing that interrupts Rhett and Link on YouTube. Those were almost art on their own. And the perfect scenario for a brand was to create the mascots so cool that everybody would want to buy merchandise with it. I mean, aside from the main product. Like, everybody loves Cap'n Crunch (huge fan here). But would you also pay for a PEZ dispenser with the man? Would you like a T-shirt? That's how it worked back in the days. And with video games starting to recover from large-scale recession of early 80s, when crappy products like Pepsi Invaders almost killed the entire market, we've got ourselves advertising games... that were actually quite good.Believe it, or not, but the games about 7-Up's Spot, Cheetos' Chester Cheetah and even McDonald's Ronald McDonald were actually pretty solid. And sometimes there were even games that tried to achieve more than that. From a fourth generation platformer with kickass soundtrack called Global Gladiators that used to include McDonald's kids Mick and Mack (previously included in the game called MC Kids, which wasn't as good) to a weird 3D action game called Darkened Skye, which featured magic system based on Skittles. Let's just say that advertising games were not as simple as you may think. And this one? Not only it's my most favorite game of the kind, it's, like, one of my most favorite puzzle games... ever. Together with The Incredible Machines, Supaplex and so on. It's that good.First of all, Pushover is a game that was made to promote a popular British snack Quavers (they're so curly!). Quavers are the curly potato puffs and their mascot, Colin Curly... just lost all of them. So, as Colin's ant friend, we need to go down through the ant hill to some caves (because reasons) and get them back. That's pretty much all the background we've got here. Nothing big, nothing really interesting, but... it doesn't matter. Like... at all. The thing is – Pushover is an action puzzle game, the story doesn't really matter in that genre, while gameplay-wise... well, like I've said, this game is totally awesome.Long story short, Pushover is all about the domino effect. You push (hence the title) one block and watch the others falling. Naturally, your goal is to drop all the blocks on level during the limited amount of time. After that, you'll be able to exit the current level and get the password for the next one. Which will be very useful, since the game comes with the whooping 100 levels, some of which will be pretty tricky. Sounds pretty dull, though, can't argue with that. I mean, who cares about domino, right? Pushing blocks on 100 levels... sounds boring, right? But it's not that simple.See, there are ten different types of blocks in this game. All with their own unique properties. And trying to figure out how to drop all blocks on the levels with just a couple of pushes? It's just fun. Very, very fun. So fun that I actually love this game more than Lemmings. And everybody knows just how fun Lemmings game is. Pushover is just... well, it's hard to explain, but it's one of those games, which just “click”. It's one of those games, in which “stars” aligned perfectly. Controls are simple enough, the puzzles are very interesting and tricky (but not too tricky to make you feel bad), the graphics is very cute, the sound has that awesome “Sound Blaster” feeling... Pushover is just one of those games that you can't stop playing. 28 years later? I still can't get enough of it. And it's not just me. Even though the game was ported to quite a lot of systems (there was even SNES version with all Quavers Ads completely removed), there was a fan-made remake released in 2006. Guess, it says something.What we have here is a 100% original (not remade) DOS version (runs through DOSBox), but guess what? No complains here. Even though very often Amiga versions had better music, Pushover was not one of such games (I totally prefer the DOS sound), while all “big three” versions (Amiga, Atari ST and DOS) look almost identical and I'm not a big fan of those “filters” from fan-made remake. I mean... it's pretty cool version and stuff, but... there's nothing like the original.So, yeah. I can't recommend this game enough. Pushover is charming, cute, smart and extremely addicting puzzle game from early nineties. You like games like Lemmings, Bomberman, Wrecking Crew and so on? You should totally check this one out. Like the original Goonies (which also got fan-made remake, by the way), this game is a forgotten gem from the past. It's in my Steam favorites and it'll stay there forever. I love it that much. Dixi.
  3. Jan 2021
    1. Really the only knock I have against short games is that there’s not more of them to enjoy. I’m not a believer in any arbitrary dollar-to-hour formula, and I prefer compact, complete experiences to meandering, padded-out ones. Games like Tiny Dangerous Dungeons are a great example of the quality you can wring from short romps, in part by limiting the potential for frustration and confusion. It’s a game that’s over as soon as it feels like it’s getting going, but if that’s the worst thing you can say about a game, I’d call that a keeper.
    1. It kills me this game didnt end up a classic in the minds of all gamers. People should scoff at new games and say "Dear god, why couldnt you do what a disney game thats demo was given away for free with kids meals at mcdonalds do, why cant you even manage to be as good as "Battle at Procyon"
  4. Dec 2020
    1. black Americans serve a crucial function for the white bourgeoisie. As the emblem and proof of America’s illegitimacy, they anchor a politics of repudiation in which the idea of a common good has little purchase.

      That is the reason they must be kept where they are or where we believe them to be. The narrative on America cannot be maintained if weren't being victimised. It is our moral compulsion to discredit America even if we have to victimise black americans ourselves. For the greater good you see.

  5. Nov 2020
  6. Oct 2020
    1. Playing video games as a child can improve working memory years later
      • Studies have shown that playing video games can lead to brain structure changes, but new study shows changes can happen even years after people stop playing.
      • The study lasted a month, and involved 27 people between 18 and 40 years old, with and without experience in gaming.
      • Those who played a lot before becoming adults performed better with working memory tasks, which require you to mentally hold and manipulate information.
      • They also did better at processing 3D objects, but after a period of video game training, non-gamers were able to catch up in this area.
      • Video games are great to strengthen mental skills, however these improvements have limited effect on activities not linked to gaming
    1. The net result is that in gaming, clever new interface ideas can be distinguishing features which become a game’s primary advantage in the marketplace.

      Innovation in the video game industry helps it solve the public goods problem. Tweaking the economics helps the high upfront development cost be recouped.

  7. Aug 2020
    1. you could imagine my extreme disappointment after i came back after a year and a half to find that the entire exploration map was about 80% smaller, every different island was within clear view of your starting island completely decimating any sense of adventure or exploration you could have had.Almost all materials could be collected and all items built within four and a half hours. Islands are literally numbered one to five to display they're level of danger.not only that but you were practically spoon fed each advancement in the game, it feels like it was taken from a greatly ambitious open world, exploration survival game that would take months to finish and achieve everything in. To now being an arcade style iphone app game catered to ten year olds that would foolishly enter their parents card details in order to buy 10,000 roblox coins.
  8. Jul 2020
  9. Jun 2020
    1. Oh, and of course, there’s the fact that “sit on the ground” is mapped to the same control as “strangle the nearest person”, which can apparently lead to some pretty robust brainstorming sessions.

      I love this!

  10. May 2020
    1. If painting is an aesthetic medium of vision, music an aesthetic medium of sound, and cooking an aesthetic medium of taste, then games are an aesthetic medium of action, Frank Lantz observes.
  11. Feb 2020
    1. I was able to use the "Gift to a Friend" link on HB on a game I already owned and was able to generate an email to a friend. They were able to successfully get the game.Seeing that my Steam account is linked to HB, I was more worried about clicking the "Reveal Your Steam Key" and getting hosed that way.
  12. Nov 2019
    1. Since games typically have perfect information, the outcome of the game is completely driven by the actions of the players.
  13. Oct 2019
    1. Rhianna Pratchett, the writer who worked on Bioshock Infinite, the recent Tomb Raider games, Overlord and Mirror’s Edge, joins that club this year.

      What a beast! =D Those are some amazingly written games of high acclaim.

  14. Jun 2019
    1. While 100% of Irked's graphics were ripped from VEXED, Irked contains 90+% new code. Only the levels and the loop that evaluates blocks for removal were taken directly from VEXED.
  15. May 2019
    1. Procedural Rhetoric. Bogost, I. In Persuasive games: the expressive power of videogames, pages 1–64. MIT Press, Cambridge, MA, 2007.

      "...the rhetoric of failure. Tragedy in games tends to find its procedural representation in this trope." (85)

      "Political video games in the sense I have articulated above are characterized by procedural rhetorics that expose the logic of a political order, thereby opening a possibility for its support, interrogation, or disruption. Procedural rhetorics articulate the way political structures organize their daily practice; they describe the way a system “thinks” before it thinks about anything in particular." (90)

      In thinking through This War of Mine, I'm interested in the notion that the game is designed to thwart winning, and indeed every choice the player makes bring them closer to survival or to morally bankrupt behavior or both. In many moments of the game's narrative, there are no good choices. In some play-throughs I have felt better allowing my characters to die than I have with exercising the power at my disposal, e.g. killing and robbing the old couple. And in a strange way, my characters seem to feel more comfortable with that choice, too. TWoM seems to fall somewhere in between Kabul Kaboom and traditional winnable games.

  16. Apr 2019
    1. Playing games with my brother taught me that connections can be made with another person through virtual reality. Things like cooperation, shared problem-solving, and communication in gaming can strengthen relationships. Most importantly, gaming taught me that no matter the differences between me and another person, we can find common ground through play.
  17. Mar 2019
    1. Simulations and games in informal learning contexts This article seems to discuss science learning, which is not my foremost interest, but it does give an example of how informal online learning can be used to allow the learner to explore his or her own interests. It is not specific enough to be of high value but is useful as a preliminary reading that can perhaps inform search terms to use for future research. rting 2/5

  18. www.training-games.com www.training-games.com
    1. This six-page PDF includes a list of 40 icebreakers that can be used to help learners get to know each other at the beginning of a session. Items included in this list are largely relevant to face-to-face training. The explanations are brief and may help visitors come up with their own ideas. Rating 2/5

    1. This page is associated with Thiagi's interactive lectures, which are characterized in a book that is available via this site. This particular page involves links to types of interaction, such as games, puzzles, and so forth. It would be better to read or review the book, but since that option is not available, I will provide a link here. rating 2/5

  19. Jan 2019
    1. ideas

      Watching this reminded me of a horror game I used to watch playthroughs of back in the day. Aqua Regia was used as a component to create acid at one point in the game. Thinking about it now, there were a lot of alchemy elements to that game... Go google Amnesia: The Dark Descent for a good time (and jumpscares lol)

    1. many psychologists simply accept an operational definition of intelligence by spelling out the procedures they use to measure it. . . . Thus, by selecting items for an intelligence test, a psychologist is saying in a direct way, “This is what I mean by intelligence.” A test that measures memory, reasoning, and verbal fluency offers a very different definition of intelligence than one that measures strength of grip, shoe size, hunting skills, or the person’s best Candy Crush mobile game score. (p. 290)

      Ironically, there is research showing that video game performance is positively correlated with intelligence test scores (e.g., Angeles Quiroga et al., 2015; Foroughi, Serraino, Parasuraman, & Boehm-Davis, 2016).

      Not every inaccurate statement in the textbooks was as silly as this one. Readers would benefit from browsing Supplemental File 2, which

  20. Nov 2018
    1. the fact that bodies like the Wellcome Trust exist is an indication of the power games can have

      Games are the only entertainment medium right now that aren't showing any sign of an expiration date. Most people don't pay for music and movies anymore, and most social media sites go in and out of popularity. Games, however, have never lost popularity, there's always going to be another kid turning 10 that'll want a play-station for Christmas. Therefore, it is games that are the best method for education or to highlight political issues.

  21. Oct 2018
    1. with recursive rnd_move(move) as ( select *, random() rnd from generate_series(1, 9) move ), winning_positions(a, b, c) as ( values (1, 2, 3), (4, 5, 6), (7, 8, 9), -- rows (1, 4, 7), (2, 5, 8), (3, 6, 9), -- cols (1, 5, 9), (3, 5, 7) -- diagonals ), game as ( select 'O' as who_next, ARRAY['.', '.', '.', '.', '.', '.', '.', '.', '.'] as board union ( select case when who_next = 'X' then 'O' else 'X' end as who_next, board[:move-1] || who_next || board[move+1:] from game, rnd_move where board[move] = '.' order by rnd limit 1 ) ), game_with_winner as ( select *, lag(a is not null) over () as finished, lag(who_next) over () as who from game left join winning_positions on board[a] != '.' and board[a] = board[b] and board[a] = board[c] ) select array_to_string(board[1:3] || chr(10) || board[4:6] || chr(10) || board[7:9] || chr(10), '') board, case when a is not null then who || ' wins' end as winner from game_with_winner where not finished;
  22. Jul 2018
    1. In Chile, the Rosas et al. study (2003) evaluated the effects of introducingeducational video games into the classroom and found indications ofpositive effects on learning, motivation and classroom dynamics.

      Good publication to look at research studies proving OCC and video game creations and educational tools were beneficial to classrooms

  23. May 2018
    1. pools at quadrille

      Quadrille, according to David Parlett was a wildly popular card game of the period. "A notable characteristic of Quadrille is that it was always more popular with women than with men." The pool is the main stake of each round, like the collected bets in poker.

      Historic Card Games described by David Parlett

    1. fish

      “A small flat piece of bone or ivory used instead of money or for keeping account in games of chance; sometimes made in the form of a fish” (OED).

      Fish made from ivory (Austenonly.com):

      Other shapes, made of mother-of-pearl (Austenonly.com):

  24. Apr 2018
    1. cassino

      Also spelled casino; "a card game for two to four people" (Pool, What Jane Austen Ate…, 281).

    2. quadrille

      "A card game played by four people with forty cards that was the fashionable predecessor of whist" (Pool, What Jane Austen Ate…, 360).

  25. Mar 2018
    1. FIDUSPAWN

      see: pokemon, digimon, beyblade, any other early 00's or late 90's 'mon.

  26. Nov 2017
  27. Sep 2017
  28. www.youthvoices.live www.youthvoices.live
    1. The rest of the hobbies were either self taught or taught by my past teachers. In terms of gaming, I have taken part of many different Alpha, Beta, and Common Tests for various games from World of Warcraft to War Thunder.

      May I say that being able to test the different levels of game during it's production is pretty cool. I do enjoy being able to test games via GameJolt. To see the potential people have. Recently I've played and checked a game called Alaska (I think). A game being made by only one man and so far it is only I'm quite sure Alpha. It's doing quite well so far and looks like it has quite a bit of potential.

  29. Aug 2017
    1. The apparent legal threats that took down these paid hacking tools can be seen as a similar method to fix the game's cheating problem through non-technial means. And while keeping hackers out is important to the interests of fair play, GTA Online's use of microtransactions means hacks that can generate infinite in-game money impact a market that's reportedly worth half a billion dollars to Take Two.

      Hack is everywhere, GTA's case shows how online game hacks can directly cause a big amount of loss of money. Not only economic loss, the impression of the game on players are also worsened. So we can see for huge online game, it is super urgent to minimize cheating as much as possible.

    1. Cheating also appears to be infectious. The likelihood of a fair player becoming labelled as a cheater in future is directly correlated with this person’s number of friends who are cheaters. So if you know cheaters you are more likely to become one yourself. Cheating spreads like flu through this community.

      Infectiousness is cheating's another property, also the most bothering thing about cheating. Since cheating is infectious and people are easy affected by cheaters around them, cheating seems to be a unsolvable issue.

    2. Their idea is to use the structure of the network to predict the likelihood that a given player will become a cheat in future. In other words, the number of friends who are cheats determine how likely this player is to becoming infected with the ‘cheating virus’ in future, so to speak. They say they expect to do more work on this in future.

      This idea sounds reasonable, but still kind of ridiculous. Just because a player meets many cheaters, does not mean he or she is going to be a cheater under that influence. In this case, they cannot let those honest players take responsibilities.

    3. So gaming communities invest significant resources into finding and stopping cheaters. In the Steam Community, for instance, which has some 30 million users, cheats are clearly labelled so that other users can see them and so that servers can prevent them playing games from which they are banned (although they can play other games).

      The cheating issue has drawn a lot of attentions of game companies, they have been investing lots of resources on catching and limiting cheaters.

  30. May 2017
    1. rubber

      According to the OED, rubber refers to "A set of games (usually three or five), the last of which is played to decide between the opponents when each has won an equal number; (hence) the winning of more than half the individual games by one side" (OED).

      This phrase altogether indicates that Lady Middleton was partaking in a card game upon hearing the news of Marianne.

    1. Lady Middleton proposed a rubber of casino to the others.

      "A set of games (usually three or five), the last of which is played to decide between the opponents when each has won an equal number; (hence) the winning of more than half the individual games by one side. Also in early use: †the final decisive game (obs.)" (OED).

      "Casino first appears in the card game literature at the end of the eighteenth century in London, and shortly afterwards in Germany" ... "The aim in Casino is to capture cards from a layout of face up cards on the table. A card is captured by playing a matching card from hand. It is also possible to capture several cards at once if their values add up to the value of the card played" (John McLeod, Casino, page 1).

    2. consequences

      "A round game, in which a narrative of the meeting of a lady and a gentleman, their conversation, and the ensuing ‘consequences’, is concocted by the contribution of a name or fact by each of the players, in ignorance of what has been contributed by the others" (OED).

    1. Video Game History Foundation is racing to preserve ephemeral gaming material and the physical documentation of video games.

      Would love to go to a museum like this!

  31. Apr 2017
    1. Shortly after this im-age was released, the modem environmentalist movement in the United States began

      James Lovelock's Gaia Hypothesis originated slightly before 1967, but he was working for NASA's Jet Propulsion Laboratory, so in many ways, he already was working off a mental image of the Earth seen from the outside.

      Sidenote, but I first encountered the Gaia Hypothesis because the game SimEarth (which is built around modeling and playing with the concept) had a whole essay about it bundled in the game. I was way too young to really grasp the game without blatantly cheating (which feels like a worrying allegory), but I really remember the essay, along with SimCity's hidden essays on urban design and the character of cities. I'm trying to think if any video game since the Sim series has had a similar connection to an academic discipline.

  32. Feb 2017
  33. Dec 2016
    1. But she argues that, when it comes to machine design, it’s not exactly about giving people what they do or do not want. What matters, Schüll says, is ‘the accentuating, accelerating and elaborating that happens between the wanting and the giving’.
  34. Oct 2016
    1. One of the moments for me as an individual is realising that maybe the most interesting thing about games is not the “games” part; it’s the way that they allow an excuse for setting up and respecting these arbitrary limitations, and working with them.

      this is great! Can you see and reply to this?

  35. Sep 2016
    1. Take-Two Interactive Software, Inc., 2K and Firaxis Games Partner with GlassLab Inc., to Bring CivilizationEDU to High Schools Throughout North America in 2017
  36. Jul 2016
    1. obedience of volunteers

      A few years ago, the experiment was remade into a tv gameshow. And, according to a documentary on it, was even more effective.

  37. Jun 2016
    1. Title: What is it? An oral history of Izzy, the mascot marketing snafu of Olympic proportions - Atlanta Magazine

      Keywords: fantastic mascot—cobi, public appearances—, bob cohn, atlanta-based artist, york city, billy wanted, spanish art, children thought, vice president, senior director, blue blob, acog spokesperson, billy looked, easy character, olympic city, olympic games, olympic bid, question billy

      Summary: <br>Bob Cohn, cofounder of public relations agency Cohn & Wolfe, member of Payne’s mascot committee: In Barcelona in 1992, they had a fantastic mascot—Cobi, who was typical of Spanish art and filled with creativity.<br>Some of them wrote us back letters [that essentially said] “The nerve!” or “We’re not doing anything for nothing.”<br>So it couldn’t be characters that existed in Georgia lore.<br>Somebody sent us a deer.<br>John Ryan, then senior director at DESIGNefx, the animation division of Crawford Communications: The basic job was to design something that would appeal to children and broadly on a world stage.<br>Photograph by Rich Mahan/Atlanta Journal-Constitution via AP<br>It wore five Olympic rings—two on its eyes and three on its tail—and oversized sneakers nearly half the size of its body.<br>Bob Brennan, then ACOG spokesperson: Billy Payne wanted to do something modern, reflective of the technological world we lived in.<br>You had movies like Jurassic Park, Total Recall.<br>Shuman: I received Hi-Rez right at the deadline, a Friday.<br>When Billy looked at that [proposal], he said, “Gee whiz, wow.<br>Payne: As CEO of the Olympic Games, I felt it was both our responsibility and within my authority to make whatever decisions needed to be made.<br>Shuman: By the time I got back on Monday afternoon, Ginger told me Billy had made his decision.<br>Were we raising enough money?<br>Shuman: You didn’t question Billy.<br>Payne: The logical question that you would ask on seeing it is “What is it?” I guess we just said, “Well, we should just put it into one word.”<br>Shuman: The name, Whatizit, was almost worse than the character itself.<br>Does it all run together?<br>Ryan: We had to have [final] designs submitted by March [1992], knowing it’d be debuted in August at the Barcelona Games.<br>It really looked funky.<br>In a huge stadium it can’t be little.<br>Shuman: To generate interest about the mascot, we did these billboards all over town saying, “Whatizit?” We built up this huge anticipation.<br>Ryan: It was made very clear that if secrecy was violated, Crawford could lose future contracts.<br>Photograph courtesy of Harry Shurman<br>Meanwhile an amorphous animated character filled the stadium’s video monitors.<br>Evans: I took the field with Gregg Burge, the famous New York [tap] dancer.<br>Joel Babbit, CEO of the Narrative Content Group, veteran ad exec who worked with Payne to promote the Olympic bid, and City Hall’s first-ever chief marketing and communications officer under Jackson: If Maynard had an opinion, he kept it to himself.<br>“How do you say ‘Whatizit’ in Mandarin?”<br>Like, this is it?<br>Completely and totally horrified.<br>They’re complaining: This is terrible.<br>But [ACOG] had a lot riding on the mascot financially from license sales.<br>Robert Hollander, then ACOG’s vice president of licensing: My heart dropped into my stomach.<br>Hula: It’s something that’s supposed to evoke an image of Atlanta, the host city, and it really didn’t do that at all.<br>We didn’t even think we were compelled to do something that would make somebody in Australia say, “That mascot must be from Atlanta, Georgia.” It never crossed our minds.<br>It was sort of like a bigger Charlotte.<br>Photograph courtesy of R. Land<br>Ronnie Land, an Atlanta-based artist, better known as R. Land, who has made Izzy-inspired art: This was our “Hey, world, we’re Atlanta” moment.<br>LaTara Smith (née Bullock), ACOG’s “project coordinator for Izzy appearances” during the Olympics: I’ve heard everything from toothpaste to blue blob.<br>Hiskey: People were going to focus on the crazy blue thing because there wasn’t a lot of other cool stuff here.<br>Bob Hope, president of Atlanta-based public relations firm Hope-Beckham Inc.: I thought [Billy] briefly lost his mind.<br>Kevin Sack, a New York Times reporter based in Atlanta, wrote in a 1996 story that “[i]t is precisely Izzy’s nothingness that has unwittingly made him an apt symbol for this Olympic city.<br>Whatizit’s costume made Mike Luckovich’s punchline.<br>People were embarrassed [by Whatizit].<br>You wish people would look at the good stuff instead of focusing on the minutiae and losing the big picture.<br>Campbell: I suspect I hurt some people’s feelings.<br>Photograph by Raymond McCrea Jones<br>ACOG officially retired Whatizit in October 1993.<br>It worked.<br>Babbit: I liked the name Izzy.<br>Jacqueline Blum, senior vice president of Film Roman, the animation studio behind The Simpsons, King of the Hill, and Garfield and Friends, which produced an Izzy cartoon for TV: Izzy was a character created by committee.<br>Ryan: You got into a scenario where you have multiple art directors and bosses.<br>Hope: [Izzy was] like New Coke.<br>Smith: Izzy developed a nose.<br>Shuman: We had these stars coming out of his tail at one point.<br>I raised my hand and said, “Maybe not?” They left the shoes the way they are.<br>The costume had to get softer.<br>Evans: Children loved the mascot.<br>I’d guess probably close to 15 percent.<br>Watkins: I’m guessing [the bestselling item] would be the doll that was 12 inches that could be carried under a kid’s arm.<br>Lounge chair pillows.<br>Shuman: Billy wanted to market the shoes.<br>Blum: It’s not a particularly easy character to animate.<br>Hollander: Our broadcast partner, NBC, had gotten out of the children’s program business.<br>Watkins: They created an Izzy balloon that flew in New York City in the Macy’s Thanksgiving Day Parade.<br>Photograph by Caroline C. Kilgore<br>Evans helped create a mascot program that recruited volunteers through auditions.<br>Smith: By the time the Olympics came around, we had upwards of 20 Izzys that could be in different places at one time.<br>I asked [Izzy], “How does one become the mascot?” They were having tryouts the next weekend.<br>Don’t exclude children.<br>For example, Izzy loved everyone, so whether it was a critic or a fan, you didn’t show any negative emotion.<br>Izzy had a size 22 sneaker, so you had to fit your shoe inside Izzy’s shoe, inside another little pocket, and be able to walk around in his big feet.<br>Jay: You entered through the top of his mouth.<br>Smith: A lot of children thought it would be fun to swing on the tail.<br>Evans: The lighting bolt eyebrows and rings on the tail were prime targets for being pulled, punched, or ripped off for a souvenir.<br>Smith: Handlers began watching the perimeter.<br>Photograph courtesy of Harry Shuman<br>Is he still waiting for a shuttle bus?<br>Smith: We took over one of the Olympic headquarters offices.<br>Other times it would be outside as a crowd-pleaser.<br>Jay: We were instructed to wear the Izzy costume 30 minutes on, 30 minutes off, because you would sweat.<br>Wilsterman: There were two fans at the top of Izzy’s head [inside the costume].<br>I was able to whisper into a little microphone that went into the escort’s ear.<br>Smith: Izzy didn’t talk.<br>Izzy didn’t do public appearances—only [ones for] ticketed sponsors.<br>Brennan: I don’t think Izzy showed up at the closing ceremony.<br>Jay: When the flame went out, so did Izzy.<br>The question came up: Can someone dress up in the Izzy costume to greet visitors in the Atlanta History Center?<br>Photograph courtesy of LaTara Smith<br>Smith: I still have one of the Izzy costumes.<br>Payne: People didn’t like it.<br>I never lost my enthusiasm for Izzy.<br>Was it the greatest experience of my life?<br>Evans: I do appreciate the originality and willingness to do something different.<br>Land: Atlanta tries so hard to be what we think the world wants to view us as.<br>Shuman: Izzy was kind of like Colony Square—a little bit before his time.<br>Smith: It would’ve been easier to have a phoenix.<br>It didn’t say anything.<br>Babbit: It doesn’t matter what it was.<br>It was bizarre.<br>An image of Izzy?<br>Shuman: Usually everything Billy touched turned to gold.<br>This article originally appeared in our July 2016 issue.<br>Tags: 1996 Atlanta Olympics, 1996 Olympics, Atlanta Olympics, Billy Payne, Izzy, John Ryan, Olympics, R. Land, Whatizit<br>

  38. Apr 2016
    1. window dressing

      @sorcha on twitter https://twitter.com/_sorcha/status/654787074273316864 writes: "I'm not convinced by your dismissal of 'window dressing' when the mimetic experience of historical games is such a big draw"

  39. Nov 2015
    1. Only four years old, Twitch already has 100 million viewers who consume 20 billion minutes of gaming every month. According to one 2014 study, Twitch is the fourth-­most-­visited site on the Internet during peak traffic periods, after Netflix, Google and Apple and above Facebook and Amazon. (Amazon bought Twitch in 2014 for about $1 billion, all of it cash.) And there is money in it for the gamers themselves, called ‘‘streamers’’: Fans can subscribe to channels for extra access, or they can send donations of any amount. Streamers with modest followings can make respectable incomes — hundreds or thousands of dollars a month — and the very top streamers are getting rich.

      (This is entirely peripheral to the subject of the article. I am making note of it because I have barely heard of Twitch until recently.)

    1. As adults have increasingly thwarted self-initiated play and games, we have lost important markers of the stages in a child’s development. In the absence of such markers, it is difficult to determine what is appropriate and not appropriate for children. We run the risk of pushing them into certain activities before they are ready, or stunting the development of important intellectual, social, or emotional skills.  For example, it is only after the age of six or seven that children will spontaneously participate in games with rules, because it is only at that age that they are fully able to understand and follow rules.
  40. Oct 2015
    1. He began writing a program to make it play draughts (checkers), inspired by a June 1950 article in Penguin Science News.

      It's not insignificant that Strachey began by creating a game before his experiences with combinatory literature. I think that the poetics of the game are an intrinsic part of digital literature. I think it's useful to use Espen Aarseths' terminology of "user" in place of "reader" in order for one to talk about "games" and "books" in the same breath.

    1. In my research, we filmed an interaction between a couple and had each partner turn a rating dial as they watched their tape afterward. On this graph (at left), you can see how one couple rated their interaction. The blue dots represent the wife’s ratings over 15 minutes of conversation; the red dots represent the husband’s ratings. When you add them together, these ratings are a constant, which means that in this interaction, her gain is his loss and his gain is her loss. This is what’s called in game theory a “zero-sum game.” You’ve probably all heard of the concept. It’s the idea that in an interaction, there’s a winner and a loser. And by looking at ratings like this, I came to define a “betrayal metric”: It’s the extent to which an interaction is a zero-sum game, where your partner’s gain is your loss. On the other hand, by trust we really mean, mathematically, that our partner’s behavior is acting to increase our rating dial. Even though we’re disagreeing, my wife is thinking about my welfare, my best interests. When we scientifically tested these so-called trust and betrayal metrics, we found that a high trust metric is correlated with very positive outcomes, such as greater stability in the relationship. In a 20-year longitudinal study of couples in the San Francisco Bay Area that I recently completed with UC Berkeley psychologist Bob Levenson, we found that about 11 percent of couples had a zero-sum game pattern, like in that graph. Every six years, we would re-contact all of the couples in the study, and they would come back to Bob’s lab at Berkeley. Yet we noticed that many of the zero-sum couples weren’t coming back. I thought maybe they dropped out because they found the whole thing so unpleasant. Well, it turns out that they didn’t drop out. They died.
    2. Interestingly, the investors’ expectations about the back-transfer from the trustee did not differ between the oxytocin and placebo recipients. Oxytocin increased the participants’ willingness to trust others, but it did not make them more optimistic about another person’s trustworthiness.

      The Trust Game; however, there was no difference in groups when the trustee was a computer, showing oxytocin affects social connections but not risk-behavior itself.

    3. Conventional economic theory maintains that people will always behave in a purely self-interested manner. According to this worldview, it makes no sense to trust, whether in a trust game or in real life, as any trust will be exploited. The trustee will always keep her entire windfall for herself, so the investor would be better off not transferring any money in the first place. And yet when researchers like Joyce Berg and others have had people play the trust game with real monetary stakes, they have repeatedly found that the average investor will transfer half of her initial endowment and receive similar amounts in return. Through the trust game, researchers have also discovered a number of factors that seem to drive levels of trust. Familiarity breeds trust—players tend to trust each other more with each new game. So does introducing punishments for untrustworthy behavior, or even just reminding players of their obligations to each other.
  41. Sep 2015
    1. But in a digital world, how do we connect ourselves and our children to what were once oral traditions? Hollywood has accomplished some of these tasks. The recent screen version of J.R.R. Tolkien’s The Lord of the Rings brought us a classic story that is based on the epic tradition. Yet how many of us have stopped and talked with our children about the deeper meanings of this tale? As the sophistication of video gaming grows, can the power of this entertainment form be used to educate children about the pitfalls of following a herd mentality? Could these games help children develop their own internal compass in morally ambiguous situations? Or perhaps even help them think about their own ability to act heroically? And as we plow ahead in the digital era, how can the fundamental teachings of a code of honor remain relevant to human interactions?
    1. BushmanandAnderson and others have marshalled a lot of evidence looking at the experimental effectsof playing violent video games, and not only does it tend to increase aggression (althoughthat finding is a little bit controversial right now), but just as importantly, kind ofsaturatingyourself in these violent images and these violent games what it definitely does is itreducesyour cooperative, kind tendencies. So be wary of, or be mindful of, these violent,saturatedplaces of our culture.
  42. Aug 2015
    1. Your party’s inventory doesn’t even have a button assigned to it — it’s accessed by flipping your device to portrait mode, a clever trick that I expect other games to rip off before long.

      This was bugging the crap out of me. If this was mentioned in any tutorial or guide in the game I totally missed it. It is, however, a pretty good mechanism.

  43. Jul 2015
    1. Excessive use of computer games among young people in China appears to be taking an alarming turn and may have particular relevance for American parents whose children spend many hours a day focused on electronic screens. The documentary “Web Junkie,” to be shown next Monday on PBS, highlights the tragic effects on teenagers who become hooked on video games, playing for dozens of hours at a time often without breaks to eat, sleep or even use the bathroom. Many come to view the real world as fake.
  44. Feb 2015
  45. Oct 2013
    1. PlayStation C.A.M.P. — the same team behind last year's quirky Tokyo Jungle — examines another offbeat topic for its latest project: What if you were invisible and could only see yourself or be seen by others when standing in the rain?

      Such a great idea. I was stoked to see this at E3!

    1. For Foddy, QWOP was designed as a critique of the classic arcade game Track & Field. Foddy always looks to the games of his childhood when developing his own works rather than his more recent philosophy studies.

      Interesting to rely on life experiences vs. Philosophy background.