Articles Archive for November 2008
Game Business, Tech »
The idea of a fully computer-generated virtual reality (VR) hit the mainstream two decades ago when William Gibson introduced to the world to the cyber-cowboys of data-decks of Neuromancer. But even as crude prototypes were developed, and the concepts were discussed late into the night, we were without the computing power to actually make it happen. We could talk a lot about how cool it would be, we just couldn’t actually go there.
Since then there have been a number of attempts to create virtual worlds, but our intellectual understanding of …
Media Shift, Think Like a Designer »
It’s not surprising that people don’t like to visit the dentist. From the doctor’s point of view the user interface is your head. He sticks in a series of pointy tools such as drills and suction tubes as his controllers, and the goal of the game is not only to “save the teeth”, but also to cause the least amount of pain possible. Being a dental patient is about as much fun as being a level in Starcraft.
But, over the last few decades, there’s been a revolution of sorts. Visiting …
Marketing, Video Games »
Because gamers are technical by nature, and identify themselves so strongly with the experience of playing games, and often see themselves as “amateur professionals” they also tend to be tuned into information that your average book reader or movie-goer would never see.
That’s why this attempt by Eidos to game the system seems so ridiculously ham-handed:
Gamespot UK journalist Guy Cocker revealed the tactic in a Twitter post on Wednesday that said: “call from Eidos–if you’re planning on reviewing Tomb Raider Underworld at less than an 8.0, we need you to hold …
