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Chris Wiggins
Georgia Tech
Recent Activity
Making Interfaced: A Jewish Mother's Story
Signing up for a class titled “Game Design”, I automatically assumed that I would re-learn the same processes and eventually design a thoughtless game where the protagonist, a burly strong-man, defeats some ugly ogre to save a princess. Little did I know this class would open my mind to a new train of thought regarding game design. My horizons have been broadened, for the better or worse. Worse for the fact that I sometimes look at the games I play and wonder “How could this mechanic be made more accessible?” or “Why did they choose that design over this?” Now... Continue reading
Posted Dec 4, 2009 at Game Design as Cultural Practice Fall 2009
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I Play Girly Games
My name is Chris Wiggins, and I was addicted to Harvest Moon 64. I’m not embarrassed of the fact, but many “hard-core” gaming buddies of mine would probably be had they played the game as much as I did. There was no killing, there was fishing; there were no guns, there were gardening tools; you weren’t apart of an elite tactical squad, rather, you hoped to marry and support a family. Harvest Moon 64 places the player in the shoes of a nameless boy who inherits a farm from his dying grandfather. You start with a plot of land, a... Continue reading
Posted Dec 4, 2009 at Game Design as Cultural Practice Fall 2009
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Interfaced Final Game Prototype
Our final game prototype is located here! Enjoy, and please check back for future updates! -The Jewish Mothers Continue reading
Posted Dec 4, 2009 at Game Design as Cultural Practice Fall 2009
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Interfaced, by The Jewish Mothers
Posted Nov 5, 2009 at Game Design as Cultural Practice Fall 2009
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Interfaced - a Jewish Mothers game
Posted Oct 15, 2009 at Game Design as Cultural Practice Fall 2009
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Interfaced - a Jewish Mothers game
Posted Oct 15, 2009 at Game Design as Cultural Practice Fall 2009
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Mainstream divergence and the openness of Open Source
While reading these assigned pieces, I found it difficult to step outside of the mainstream gamer that I am and attempt to understand the connotations and objectives behind the alternate movement games. There were, however, games that I could completely relate to (Spacewar, for example), but their births were of foreign decent compared to my own understanding of game development. One could almost feel bad, or should I say “intellectually challenged”, for enjoying the testosterone-filled, blood splattering kill-fests present in many mainstream games. But in the end, play is play, and essentially the goal of said games could be thrown... Continue reading
Posted Oct 1, 2009 at Game Design as Cultural Practice Fall 2009
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Defender: Defined
In the early 90’s, a time when I was still learning the ins and outs of my high-tech Nintendo Entertainment System, there existed a building less than a mile away that housed six-foot-tall wooden boxes exhibiting tube TVs, joysticks, buttons, and games – this place was called an “Arcade”. I often wish I was born a bit earlier so that I could have taken advantage of the experience this building had to offer. My fondest memories, however, are of the times when my dad would take me there and show me his expertise in foosball and Defender. Defender was a... Continue reading
Posted Sep 21, 2009 at Game Design as Cultural Practice Fall 2009
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Chess in the Holy Roman Empire: A Vice for Everyone
During the High Middle Ages, the Holy Roman Empire was home to many devoted chess players. These medieval gamers came in all forms, ranging in social statuses as high as royalty to the lowliest city dwellers. Each participant had their own reason for playing, whether it was for war, love, boredom, pride, or even sin. That's right - sin. Aside from the fictional tales of chess as a weapon of war and personal strife, the game itself fought against the Roman Catholic Church for quite some time. Yalom mentions that “while the Holy Roman Emperors were privileging chess, even with... Continue reading
Posted Sep 6, 2009 at Game Design as Cultural Practice Fall 2009
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