July 06, 2004
The PublicBeta Project: Back to Basics
It's my pleasure to inform our readers that the good people at PublicBeta are putting together a very cool project. Dubbed "Difficult Questions About Videogames," it's all about asking CEOs, developers, journalists, academics and players some fundamental questions about videogames. For example:
What is a videogame?
What was a videogame?
What will a videogame be?
What is gameplay?
How do you know if a videogame is rubbish?
The answers will be published in a book this autumn. They're looking for more responses, so get in touch with these guys if you'd like to contribute!
July 01, 2004
Fear and Loathing in Final Fantasy XI OR How I Learned to Stop Worrying and Love MMORPGs
So, I suppose people are bound to remember that Final Fantasy XI blog. The one that I claimed that would be updated regularly?
Well, I have been playing an MMORPG a lot recently. But not FFXI. Oh no. Here, I'll tell you why:
June 15, 2004
Girls as game designers: what choices do they make?
From the mandate of Michigan State University’s Girls as Game Designers project:
“Computer games, designed by young men for boys and young men, epitomize technology's exclusion of girls, their interests, and values. Less obvious but more devastating, this technological estrangement exacerbates girls' lack of interest and self confidence not just in computers but in science.”
June 02, 2004
Final Fantasy XI: Thom's Diary: First Entry
A bunch of the Ludonauts crew have started playing Final Fantasy XI lately. For me, it's my second try at playing a MMORPG, and I wanted to try serializing my experience here on Ludonauts. Here's hoping that it's
1. Worth reading
2. Updated Regularly.
May 24, 2004
Body movin'
My favorite part of E3 is Kentia Hall. Usually considered the "also-ran" "wanna-be" and otherwise frumpy corner of the expo, it's where less capitalized, newer, or less consumer-oriented exhibitors set up shop. It's also where you'll see entrepreneurs with novel visions of the videogame industry. Many of these are doomed; others will either remain in a niche, have their best ideas swallowed by a bigger player, or serve the mundane and utilitarian back-of-the-store functions of the videogame industry in ways that don't usually concern us. But it's still where people are really taking chances and chasing dreams, and it has a vital, honest energy in sharp contrast to the several hundred thousand dollar exhibits of the main halls.
May 13, 2004
E3: Photos
Some quick ones while we were away ...
UPDATE: A couple more, uploaded on Saturday, May 15. And one more on Monday, May 17.
May 12, 2004
E3: Random Impressions
The following are our impressions from E3, updated as we go.
UPDATE: We'll be writing up separate articles to talk about E3 soon, instead of updating this one. Just been too busy this week.
April 27, 2004
Announcements: Ludonauts invading SoCal
First, congrats to William, who has officially accepted UC San Diego's offer of admission into their art history, theory, and criticism Ph.D program. Give 'em hell, William.
Second, a bunch of us—Erin, Matt, William and I—will be at E3. We'd love to meet up with any readers also attending (well, except for that one guy—you know who you are). Again, drop us a line if you're going! (Hint: that means e-mail us, comment on this post, or send notice via carrier pigeon. Lethal carrier pigeon.)
April 25, 2004
Welcome to Indietown
Independent games.
You hear the name bubbling up here and there across the internet. It's a concept that has even managed to get the likes of the IGDA to sponsor awards to honour. Reports from GDC are ever more interested in what the independent developers are up to.
April 21, 2004
Delusions by Design
Hello all. I though that it would be best to start of my ludocareer with a bang, so here goes: You are all deluded.
Click the title of this article to find out why.