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April 30th

…on Twitter.

  • Gamasutra: Tom Battey’s Blog – Videogames Can, Do & Should Tell Stories Among the longer-form responses to the piece, Tom Battey’s is one of the more useful starter guides to the kind of written and playable material that can introduce a person to games as a narrative form.
  • Video Games Don’t Have a Choice But to Tell Stories – Waypoint Patrick Klepek’s response argues that whether or not games are efficient at telling stories isn’t really the point.
  • What Remains of Edith Finch review | ZAM – The Largest Collection of Online Gaming Information Kris…
  • Abstract image evoking bird silhouette

    May 14th

    …goodness that create attachment.

  • The true legacy of the Atari 2600 | ZAM – The Largest Collection of Online Gaming Information Jody MacGregor finds in the Atari the basis for modern game development.
  • “There’s a lot to remember the Atari 2600 for beyond the cautionary tale about movie tie-ins and a New Mexico landfill full of literal shovelware. The console gave us third-party developers and 2D platformers, upgradeable cartridges, and a global market for games.”

    Identification

    Two approaches to relating to characters in videogames are found here, positioning the player-character as an avatar

    Abstract image evoking bird silhouette

    June 18th

    …ways.

    • Gamasutra: Taekwan Kim’s Blog – Rethinking ‘Interactivity’ Taekwan Kim argues that common truisms about game design are founded on a logical fallacy.
    • Star Trek: Bridge Crew and Ubisoft’s ongoing mission to make a game about talking • Eurogamer.net Christian Donlan recalls a precedent for dialogue-driven strategy gameplay.
    • Prey turns ‘open-ended’ game design inside-out | ZAM – The Largest Collection of Online Gaming Information Steven Strom argues that lego-like malleability makes Prey’s environments a meaningfully open world.

    “Prey‘s environments are large, that’s for sure. But instead of being flat, they’re a 3D tangle

    June 25th

    …The Largest Collection of Online Gaming Information The developers of the indie game that ignited imaginations this week talk about how they’re using the image of the dad subversively.

    “‘What does it mean to grow up in a non-nuclear family’ is also something I want to explore, and I think that anything that encourages us to be engaged and supportive of the people around us helps bridge that gap. Again, the genetic link is irrelevant. Everyone can be a Dad.”

    Narration

    In contrast to these developers who actively engage in the political meaning of

    Abstract image evoking bird silhouette

    May 24th

    …for the rest of us: an interview at Edge Online with Celebrity Voice Actor go-out-and-getterer Lev Chapelsky. You might have seen it do the rounds at the big news sites as they particularly focussed on how Chapelsky says he tried pitching the role of President Adams in Fallout 3 to Bill Clinton (One in a million, but worth a shot!) and the rest of it is worthwhile reading too.

    And that’s your lot for the week – As always if your read a post that was particularly excellent and would like to see it included in TWIVGB, feel free…

    July 2nd

    …Cider Mage digs into a number of social and design issues that lead to animosity towards support characters in general, and Mercy in particular.

  • Emily is Away Too review | ZAM – The Largest Collection of Online Gaming Information Bruno Dias describes how a game’s subversive narrative has been undercut by its sequel.
  • “In Emily is Away Too, you can get the happy ending. That nub of wish fulfillment doesn’t sit right with me, in light of whose wishes are being fulfilled. Emily is Away was a game about frustrating the idea of “getting the girl.”…

    July 23rd

    …to deal with in our immediate surroundings, but this week was relatively rich with perspectives on governance and culture wars.

    • Putting Minecraft on stage is canny, but will it bring anything new to theatre? – PC & Tech Authority Thomas McMullan interviews people from the theatre world about existing work blending physical and digital, to put the Minecraft play in context.
    • One artist’s deep dive into the online ‘manosphere’ – tech podcast | Technology | The Guardian Leigh Alexander’s interview with Angela Washko about her project ‘The Game – The Game’ is insightful, sensitive, and skillfully edited,

    Abstract image evoking bird silhouette

    July 30th

    …had to create a narrative design that would make the player chose non-cooperation intentionally.”

    Plugs

    • DiGRA ’17 – Proceedings of the 2017 DiGRA International Conference | DiGRA In academic writing, this year’s papers presented at the DiGRA conference are now available to all online.

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    August-September 2017: Oceans

    …culturally cross in their development and distribution or the figurative kind that are traversed in play. What are the water temples that pique your sense of wonder? How do distances shape your feelings about an online match with a friend living abroad? Are there any impassable stretches of sea or calls to adventure that speak to you most particularly? This month tell us all about Oceans.

    Take until September 30 to report on your voyage and we’ll share your tales with the other sailors. In the meantime, I’ll be in the brig until I learn punctuality.

    Please…

    Episode 48 – The Critic and the Dragon

    http://www.critical-distance.com/podcast/Critical-Distance-Confab-episode-48.mp3 Direct Download Joining me for this month’s interview is author of actual books and YouTube critic Joseph Anderson. Wanting to build up his online presence to attract a book agent, Joseph Anderson began creating YouTube videos to relieve himself of some “petty gripes” he had regarding the Dark Souls vs. Dark Souls 2 debate. He felt that a lot of what Dark Souls 2 was getting knocked on for was present in the original game. From there the channel grew to surpass his original occupation. We talk about the extreme amount of prep work — including multiple playthroughs —…