Archive for the ‘games’ Category

What they probably won’t tell you about Epic Mickey at E3

Tuesday, June 15th, 2010

Epic Mickey

When Graham Hopper and the boys at Disney introduce the Wii-exclusive platformer “Epic Mickey” at E3 (I think today?), I doubt they’ll mention that, to paraphrase the late Walt Disney, “It all started with a mouse bunch of college interns.”

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Edging closer towards the Holodeck

Friday, January 22nd, 2010

Considering the profound global success of James Cameron’s Avatar, as well as the hype surrounding practical 3-D television at this year’s Consumer Electronics Show in Las Vegas, the growing frenzy surrounding the current 3-D craze has got me thinking about the future of cinema and immersive entertainment yet again. Now, we’re no where near seeing holographic, pliant, lifelike simulations like the one illustrated in the clip above – in fact, in our lifetimes we’re more likely to see something like a real starship Enterprise constructed before we ever see its famous Holodeck – but, for all the commotion surrounding 3D, well, it has got me looking at some new entertainment ventures that are edging us closer to true, fully immersive digital entertainment. (more…)

I’m letting the Mouse out of the bag…

Monday, October 26th, 2009

You can’t say “let the cat out of the bag” when you’re dealing with a Mouse.  BTW, I am SO INSANELY EXCITED ABOUT THIS.  I’ve been waiting 5 years to see this game come to light and to happily say that I had a small part of it, and now that it’s all over the web and Game Informer is doing an amazing job covering what the developers are doing, I think it’s fair to share the following tidbit about a little game they call Epic Mickey

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The Xbox 360 and Playstation 3: How design makes them successful (or not) as brands

Thursday, October 23rd, 2008

Shelley Armstrong, Interaction Design Manager at the Microsoft Design Center, spoke to my fellow students and I last week in our interaction design class.  She talked about the process of designing the look, the packaging and the “overall cohesive aesthetic” of the Xbox 360 (see Microsoft design center – our people for more).  She detailed the process of defining your problem (such as, make everything relative to Xbox’s design completely cohesive) and then the cyclical process of designing, prototyping, and evaluating a product until you can finalize it.  It was interesting to hear her story of taking on huge tasks from humble beginnings, where she began designing the dash for Xbox by herself to eventually growing and leading a major team through two console launches.

Armstrong worked on guiding the Xbox brand’s design through the entire production process to maintain uniformity.  Some of the insights that were shared by Armstrong with the class about her approach to even the most finite details of the Xbox packaging, even, are applicable to John Maeda’s ten laws of simplicity.  (If you’re not familiar with Maeda’s work out of MIT, please visit the Laws of Simplicity website.)  Armstrong, for example, spoke about dealing with the preponderance of warning text that would be found on plastic wrapping inside packaging, which results from having to duplicate choke hazard messages in multiple languages.  This was the initial result of choosing a certain type of font, in fact, which actually increased the amount of material that would have to be printed.  Here, in her attempt to follow law 2, or organize (in this case, keeping everything together with a common typography), she learned from law 9 it seems, failure – some things can never be made simple (or, to stretch, let’s say simpler here, in that it would be simpler to keep everything uniform to one type of font, in an ideal world).

Armstrong also spoke about how designing for one space is not the same as designing for another.  Here I will talk about how the brand design presents itself in two areas to illustrate this point.  Although both the Xbox website, available in web browsers of course, and the Xbox Live experience only available on the Xbox console are both navigable, thus lending themselves to what I thought would be similar designs, it turns out that the needs and uses of both spaces were different, and the design is not that similar.  Web users are looking for certain information, whereas the console has a contained environment that allows the user a different navigation experience to access the content they are looking for.  Nonetheless, the design aesthetic remains constant.  The brand is king as will be shown below.

For further illustration, just compare the Xbox Live website to the Xbox Live console experience:

http://www.xbox.com/en-US/live … hit that link for the first look, then take a look at this screenshot of the console:

While both look very different, both have a uniform aesthetic in colors, typography, and iconography.  They exhibit a cohesive look in keeping with the Xbox brand.

Enter Playstation 3.  The PS3 is another robust brand that offers a console network experience and a web presence basically the same way Xbox does.  However, PS3 isn’t maintaining its aesthetic between their web presence and what is known as the Playstation Network on their console (specifically some of its components, not all, so in this case, the Playstation Store is referred to, comparable to Xbox Live’s Marketplace in many ways).  This represents a significant divergence from Xbox’s brand model which remains cohesive from screen to screen.  See below:

http://www.us.playstation.com/PS3 …for the web presence, which is very black in tone, and the…

… Playstation Store, which diverges from the color schematic.

I think what has made both the Xbox and the Playstation 3 successful in terms of branding in each camp, at least in general (according to my personal observations) in their television and other marketing, both brands, is that they both keep the brands’ colors and other aesthetic elements generally uniform between different spaces in which the brands each separatly exist.  However, one can see that there is apparently more of a need on Sony’s part to keep the Playstation web presence separate in look and feel from the console-based Playstation Network, which takes a stylistic turn when you get to the store, for instance.  This would lead one to lean in favor of the Xbox 360 as a more successfully designed brand than the Playstation 3 moniker.

References:

Microsoft design center – our people. Retrieved 10/23/2008, 2008, from http://www.microsoft.com/design/People/Detail.aspx?key=shelley

Case Study Proposal: The Nintendo Wiimote, or Moving Towards Haptics and the Road to the Holodeck

Thursday, October 23rd, 2008

I am storyteller, and story interests me like nothing else.  I’m interested in narratology.  I’m interested in drama.  I’m interested in the communication of perception, and vice versa, the perception of communication.  I’m interested in how we craft perception through narrative.  I’m interested in how we develop meaning through interaction.  How do we interact with cultural artifacts?  How are cultural artifacts representative of certain narratives?  What are some artifacts that invite interaction – interaction that inevitably generates new narrative?  Is consumption alone a form of narrative?  Is interaction the purest form of narrative?  How does the consumption of and interaction with culture define us, or, rather, how do we tell our stories through consumption and interaction?  And, above all, how can our interaction with tools and artifacts generate new narrative?  And on and on.

From Gizmodo (http://uk.gizmodo.com/2007/09/15/etchasketch_art_fetches_big_mo.html) (c) Newscom/Photshot. This toy, another cultural artifact, can be used to generate narrative, or, in this case, the re-creation of a different artifact, commoditized in a new form.

Retrieved from Gizmodo (c) Newscom/Photshot. This toy, another cultural artifact, can be used to generate narrative, or, in this case, the re-creation of a different artifact, commoditized in a new form.

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Ten Games, Ten Observations

Thursday, October 9th, 2008

Games are empowering user experiences, experiences that are changing society. I won’t have time here to illustrate how each game below figures into innovation in other non-gaming areas, but I will delve in to the following: Each game seeks to empower the player in different ways, either through game elements (aka narrative), play mechanics (rules and gameplay), or a combination of the both (rewards). Checkers would lean on the empowerment via mechanics side, whilst the Sims might be seen as more of an empowering experience through its elements (as in, the stories players might generate for their sim people). Side note: Tracy Fullerton and Chris Swain at USC developed a “Play Matrix” which I will discuss in a later post.

So, let’s look at ten electronic games, many from a really fun evening in my Interaction Class last week at UW, and the ways these games empower players and make the experiences either exciting or dull. Player behaviors provide for this empowerment, so what are some of the unique behaviors of these games?

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