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Piotrbugno
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I loved your use of the word "echo": it's describe perfectly the mix of daydreaming and impressions left by games. Just wondering: when does engagement become addiction? I always felt that these echoes where a clear sign of my addiction to a game (e.g. the mother of all addiction: World of Warcraft) and a warning to stop.
Toggle Commented Nov 1, 2011 on Echoes [Thauma] at What Games Are
These are the two strategies our company is following; we didn't know they were viable prior reading your post: "create a software product completely independently of games (as a Valley company does) with a plan to segue into a game later" and "take some aspect of the game that you plan to make and create a gamification service". Another great post: I hope the book will be out soon. Thank you for sharing.
Very interesting reading, as usual. I agree with Robert Massaioli: the best solution is optional busywork, because sometimes it's part of the fun. On Mass Effect 2 I fast skip through boring dialogues but I enjoy for the fifth or sixth time the best ones (mostly involving Krogans!) because they contribute to the game's unique atmosphere.
Toggle Commented Oct 22, 2011 on Busywork is not Fun [Design] at What Games Are
I think that to find edgy, radical o subversive video games we don't have to follow the same path of the radicalism found in other art forms. If radical games "incite something", "can be creative, social or political" or "confront society as well as being fun to play" then could Alterante Reality Games be the way to go? And if you are looking for games that cause "discussion and debate", then Gamification is the hot topic nowadays, isn't it? So could ARG and gamification be the true radical answers?
Toggle Commented Oct 22, 2011 on Can Games Be Radical? [Art] at What Games Are
Piotrbugno added a favorite at What Games Are
Oct 22, 2011
HI, I think that most of the worries are not about death or violence tout-court, but against violent death. Hyperrealism and violence in video games — often justified as means to a higher engagement — bring violent depiction of death; but as every player knows we can feel challenge, experience change and "feel that Zen" in games like Super Mario where we don't have to slaughter mushrooms, disembody turtles or expose the innards of Bowser. Anyway: great article, I found your blog recently but I plan to read most of it! Piotr
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Oct 22, 2011