Archive for Vol. 26

Recognizing Earned Carefree Play

May 31, 2011

Software toys enable play without challenge. Access to content is typically unrestricted. Videogames enable play with challenge. Access to content is restricted by performance. Software does not need to be either/or – the two can fit together. Sense of Obligation The beginning of a story creates tension through uncertainty. We return to a book in… Read more »

Studying Gamers Gaming, Not the Games (GoldenEye 007 Examples)

May 30, 2011

No amount of studying a hurdle can reveal to us everything about hurdling. A hurdle is only one piece of the activity. The activity has much more to do with the workings of people and physical forces than with artifact’s construction. By the workings of people, I am referring to joints, respiration, perception, and dexterity,… Read more »

Project Archivability

May 30, 2011

PlayCrafter, an online videogame building site I helped build in 2007-2008, is now offline. (Project videos: Physics Puzzland, Matcheroo, Domino Shomimino). An effect of the site going offline is that the 130,000 videogames created on it are no longer playable, since the games referenced files and database entries on the server. Of course, fortunately, PlayCrafter… Read more »

Visual Language in Super Mario Bros Level Endings

May 29, 2011

Every level of Super Mario Bros (1985) on the Nintendo Entertainment System ended with either a tall flagpole or a battle with Bowser over a bridge. Super Mario Bros has 32 levels – 8 worlds, each with 4 areas. The 4th area is always a castle that ends by getting past Bowser. Level endings: the… Read more »

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