Tag Archives: games

Games Tech 2010 & Will Wright’s Keynote [video]

SeriousGamesMarket informs about the keynote speech by Will Wright at Games Tech 2010. Will Wright is designer of popular games like SimCity, SimEarth, and The Sims. Wright spoke on the intersection of military gaming and commercial gaming technologies.

Games Tech 2010’s primary objective is to promote the use of game technology within the Department of Defense, inviting participation and exchange of Ideas. For more information and some great insightful presentations visit the official Game Tech 2010 conference website

Gamers really get high – the future of gaming is cloud computing

Andrew Webster on Arstechnica suggests that the future of gaming is cloud computing. Interesting read on the past relations between the cloud and the gaming world and how it is shaping up for the future :

Many non-gamers and casual gamers who’ve heard the cloud computing hype might be surprised to learn that the cloud is actually changing the way we play games. From the ever-evolving Steam and Impulse to upcoming services like OnLive, the cloud has already had a serious impact on the games industry, and with a slew of new services on tap for later this year and next, that impact is slated to grow enormously. This shift to the cloud has implications far beyond the gaming experience—every aspect of the multibillion dollar business of gaming will be affected, from distribution and sales to quality assurance to anti-piracy controls….

Jane McGonigal says – Gaming can make a better world

TED: Ideas worth spreading : Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

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Jim Rossignol On Imagination In Gamesim

Slashdot | Imagination in Games : In a recent article for Offworld, Jim Rossignol writes about how the experiences offered by games are broadening as they become more familiar and more popular among researchers and educators. He mentions Korsakovia, a Half-Life 2 mod which is an interpretation of Korsakoff’s syndrome, a brain disorder characterized by confusion and severe memory problems, and makes the point that games (and game engines) can provide interesting and evocative experiences without the constraint of being "fun," much as books and movies can be appreciated without "fun" being an appropriate description. Quoting:

"Is this collective imagining of games one of the reasons why they tend to focus on a narrow band of imagination? Do critics decry games because games need, more than any other media, to be something a group of people can all agree on? Isn’t that why diversions from the standard templates are always met with such excitement or surprise? Getting a large number of creative people to head out into the same imaginative realm is a monumental task, and it’s a reason why game directors like to riff off familiar films or activities you can see on TV to define their projects. A familiar movie gets everyone on the same page with great immediacy. ‘Want to know what this game is going to be like? Go watch Aliens, you’ll soon catch up.’ We are pushed into familiar, well-explored areas of imagination. However, there are also teams who are both exploring strange annexes and also creating games that are very much about imaginative exploration. These idiosyncratic few do seem like Alan Moore’s ‘exporters,’ giving us something genuinely new to investigate and explore. Once the team has figured out how to drag the thing back from their imaginations, so we get to examine its exotic experiences — like the kind we can’t get at home."