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  The Retro Roots of ‘Champions Online’  
 
 
Posted 2008-02-22 by Tony Walsh
 
 
     
 
I can't wait to try Champions Online, the MMO adaptation of Champions, my favorite superhero role-playing game (the kind you play sitting around a table). It looks like Cryptic, the developers behind the excellent superhero MMO City of Heroes, is using everything learned from developing good heroic character-creation and game play and fusing this with a time-tested, highly-flexible rules system--City of Heroes Evolved, if you will.

Continue reading: The Retro Roots of ‘Champions Online’
 
     
 
   
 
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  Game Design Quick Links for 2008-02-09  
 
 
Posted 2008-02-09 by Tony Walsh
 
 
     
 
 
     
 
   
 
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  Games, Work, Play, And Collaboration:  Quick Links for 2008-02-04  
 
 
Posted 2008-02-04 by Tony Walsh
 
 
     
 
 
     
 
   
 
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  Games and Moving Pictures:  Quick Links for 2008-02-03  
 
 
Posted 2008-02-03 by Tony Walsh
 
 
     
 
 
     
 
   
 
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  ‘Second Skin’ Trailer Debuts Today  
 
 
Posted 2008-01-29 by Tony Walsh
 
 
     
 
Since 2006, I've been following the adventures of the team at Pure West--filmmakers researching and journaling MMO game culture for a documentary which would come to be called Second Skin. The team's blog gave a behind-the-scenes look at the trials of the documentarians and their evolving subject-matter, but I was fortunate enough to meet the filmmakers first-hand during one of their many journeys across the U.S., Canada, and overseas. These guys weren't just trying to cash in on the swelling interest in MMOs, or exploit players as objects of curiosity or ridicule--it was clear their mission was to seek out and reveal some compelling human stories at the intersection of real and virtual worlds.

The Second Skin trailer makes its debut today, and I'm not excited about it simply because of my brief on-camera appearance :) I feel like this will be a topical, socially-relevant documentary that will make a lasting mark. Something that may end up as course-material some day (certainly I'll be buying the DVD). The filmmakers clearly poured their blood and sweat into Second Skin, and at first glance, it really shows. Congratulations to the Pure West team and everyone (it seems like dozens) they interviewed. I think you have a hit on your hands.

 
     
 
   
 
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  Harmless Espionage You Can Carry Out At Home  
 
 
Posted 2008-01-10 by Tony Walsh
 
 
     
 
A couple of projects I was involved with late last year are now fully operational. Although each project was for a separate broadcaster, each puts the player in the role of a secret agent. Must have been something in the air in 2007.

The Border: Interactive, which supports the new CBC TV series The Border, was produced by White Pine Pictures in association with Stitch Media, and is comprised of a series of narrative-driven mini-games. I'm pretty sure this is the first major project launch for Stitch Media, founded by Evan Jones, former Creative Director of Xenophile Media. As Game Designer on The Border: Interactive, I worked closely with Evan and his team during the pre-production phase, developing high-concept game ideas into executable design documents. Jam3Media worked with Stitch to develop the games in Flash.

M.I. High, a CBBC TV series, is now supported by an episodic web-game. I helped out as a game design consultant on the project, but I can't say more than that until I hear back from my client.
 
     
 
   
 
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  Case Study:  Bringing ‘Warcraft’ To The Tabletop  
 
 
Posted 2008-01-08 by Tony Walsh
 
 
     
 
Gamasutra features a fascinating rundown of what was involved in bringing World of Warcraft to the tabletop as a role-playing game. Written by Luke Johnson of White Wolf, the article identifies "content" as being the biggest challenge in extending Warcraft's world--apparently, Blizzard wasn't comfortable giving White Wolf freedom to invent their own Warcraft lore. Johnson explains the process:
  1. We would write the books [...] making stuff up when necessary.
  2. The good folks at Blizzard would check the manuscript to make sure that a) everything in it was consistent with both their vision of the Warcraft setting and the information that had already been presented in some other format (the video games, the novels, and the like); and b) that we didn't add anything that they didn't like.
  3. The writers would then alter the manuscript as per Blizzard's requests, and we'd return to step 2.
Sounds painful, doesn't it? It's a shame a reputable game maker like White Wolf wasn't given more freedom to expand the Warcraft universe. Blizzard might own Azeroth, but that doesn't mean it has a grasp of what works for tabletop role-playing.
 
     
 
   
 
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  Games, Values, and Learning  
 
 
Posted 2008-01-07 by Tony Walsh
 
 
     
 
If games are good teachers, what do/could/should games teach? Here's a quick dump of topical links relating to this theme:
 
     
 
   
 
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  PSP Gets Skype Integration  
 
 
Posted 2008-01-06 by Tony Walsh
 
 
     
 
Sony will roll out Skype services for its latest PSP handheld game console (the slim, lightweight one) through a software update scheduled for late January. According to an emailed press release, the software update will allow PSP owners with WiFi access, a microphone, and a Skype account to make and receive free voice calls, manage contacts and presence, modify their Skype account settings, and make use of the SkypeOut (place calls to non-Skype phones) as well as SkypeIn (receive calls from non-Skype phones) services.

While this is fantastic news for anyone who already has a slimline PSP, I'm not sure it's going to push PSP sales in general. As the ill-fated N-Gage phone/game console showed us, there doesn't seem to be much interest in a game console which doubles as a phone. Skype services are only available wherever WiFi hotspots are, so coverage isn't exactly ubiquitous in most parts of the world. I don't really see how the inclusion of Skype helps the PSP brand, either--is it a game console (its game library is weak), a media player (its original movie format is dead or dying), or a communications device (only where there's WiFi)?
 
     
 
   
 
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  Quick Gaming Links for 2008-01-06  
 
 
Posted 2008-01-06 by Tony Walsh
 
 
     
 
 
     
 
   
 
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Dinozoiks wrote:
Wow! Thanks for that Tony. Just posted a bunch of other tips here... http://www.dino.co.uk/labs/2008/45-tips-when-designing-online-content-for-kids/ Hope it helps someone... Dino...
in Dino Burbidge's '10 Things To Remember When Designing For Kids Online'


yes, many of the free little games are crappy. but as an artist who has recently published free content on the itunes app store,…
in Free iPhone Games Are Awful: Strategy?


I vote for popup radial menus. Highlight a bit of text, the push and hold, Sims-style radial menu pops up with Copy, Paste, etc....
in More iPhone Gestures, Please


Hey Tony! A client of mine is looking to hire an internal Flash game dev team to build at a really cool Flash CCG…
in Dipping Into Toronto's Flash Pool


Yeah, there's a lot of weird common sense things I've noticed they've just omitted from the design. No idea why though....
in More iPhone Gestures, Please


It also bears noting there's no mechanism right now for a developer to offer a free trial for the iPhone; the App Store isn't…
in Free iPhone Games Are Awful: Strategy?


@GeorgeR: It's on my shopping list :) I've heard good things about it as well. And Cro Mag Rally. @andrhia: meh, I don't know…
in Free iPhone Games Are Awful: Strategy?


...you get what you pay for, you know? I actually bought Trism based on early buzz, and it's truly a novel mechanic. I've been…
in Free iPhone Games Are Awful: Strategy?


The only one I've heard good things about is Super Monkey Ball. Have you given that a whirl yet?...
in Free iPhone Games Are Awful: Strategy?


Advance warning: this frivolent comment is NOT RELATED or even worth your time ... But whenever i hear "Collada", i think of that SCTV…
in Electric Sheep Builds Its Own Flock


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