Monthly Archives: July 2007

Another fun mini-game, The Amazing Flying Brothers, from Petri Purho. (He posted this a few weeks ago but I only just had the chance to play it.) My top score: 22,800. Ian Bogost points out the similarities between the Wii … Continue reading

Console Demise? Don’t Hold Your Breath

Every so often, I hear someone say that the demise of the video game console is inevitable (and likely not far off). Their reasons vary: “closed platforms can’t survive”, “consoles are becoming too specialized”, etc. Having thought about it, I just can’t come to the same conclusion. Consoles aren’t going anywhere in the next ten+ years or so (beyond which I can’t claim to understand what the market will look like. There’s too much cultural and technological uncertainty.)

To be clear: I’m defining “console” as “a closed or semi-closed hardware platform dedicated primarily to interactive entertainment.” Does that necessarily mean “software and hardware designed, produced, and distributed by a single company?” No. There could be alliances on the software or hardware side of things, and those alliances could result in independent product variants that share a base level of compatibility. What matters is the presence of very stable standards that lead to a reliable, accessible, and affordable gaming experience. In other words, a guiding hand still matters.

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I’m not even going to try distilling the E3 news; check out Next-Gen, Joystiq, etc for coverage. I’ll just point out two of my favorite videos: Super Mario Galaxy (I love how a 2nd player can help the primary player … Continue reading

Microsoft is expanding the Xbox 360 warranty to 3 years (for people suffering from “red ring” errors) and taking a ~$1.1B charge in FY07. Peter Moore was interviewed by N’Gai Croal on the subject. Rough news, no doubt about it… … Continue reading

Language Processing

Those of you who played text-input adventure games back in the day (King’s Quest, Leisure Suit Larry, etc) will recall how fun it could be to test the limits of the game designer’s imagination by experimenting with language commands. It was thrilling when you tried something “unusual” or “outrageous” (in your mind) and yet the game responded appropriately. Of course, it was also frustrating when you tried to accomplish something serious and the game didn’t understand you. (For an exercise in said frustration, give the much-hyped Facade a try if you haven’t already. It’s a glimpse into what made these games fun, and everything that made them less-than-fun.)

At any rate, most of that “joy of experimentation” disappeared when adventure games migrated to mouse-only. Perhaps not coincidentally, adventures games themselves began to disappear soon afterwards. But text-input has returned in the form of viral marketing gimmicks like the Subservient Chicken campaign, and in IM bots like Spleak, which capture the imagination in part by encouraging users to test the limits of the designer’s vision and resources via text input. Both the Subservient Chicken campaign and Spleak have proven quite successful within a limited but significant audience.

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