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design from a long time ago

  1. Sven's avatar
  2. Unknown's avatar

    I’m one of the author’s in the 2022 opdc (didn’t win anything, still trying to bear up under the shame…

  3. Arya's avatar
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  5. Kfix's avatar

    Thank you for this very interesting collection, and for wrestling with the obviously mixed feelings on this anniversary. And thank…

Category: Games

  • (english follows) J'ai été contacté l'autre jour par quelque un en France qui a un blog sur le site GameKult. Lui a m'informer qu'il a tombé sur mon post de Bioshock et il avait aidé à articuler pour lui de quelques problemes qu'il avait avec le jeu. Il a décidé de traduire le post en…

  • Last night was the opening night of the Art of Games exhibit at the EMP Museum, and along with several other great speakers from local the local industry, Valve co-worker Dave Kircher and I were there to give short talks about programming and design respectively. My talk, titled The Art of Games, Why Are We…

  • Tomorrow night the Smithsonian's travelling Art of Video Games Exhibit opens at the EMP Museum here in Seattle. To celebrate the opening of the exhibit, the EMP is hosting the Game Night event which will feature lots of gaming, as well as talks from seven different game developers talking about different a range of different…

  • Emeric Thoa, founder and Creative Director of French indie studio The Game Bakers, (and former editorial conception manager on Far Cry 2) put up a pretty interesting analysis of how the Apple App Store generates income for developers, and how the financials seem to work out for different kinds of games – including his own…

  • A couple weeks ago, The New Yorker ran a piece about Fumito Ueda, and his games Ico, and Shadow of the Colossus. It’s a good piece, and one that I am extremely happy to see running in such a prestigious publication with an audience broader than the audience for most writing-about-games. The piece quotes me…

  • Recently I was in an email discussion with some friends and colleagues (who will ironically go unnamed here) about the whole ‘game designers getting their name on the box’ debate. Putting the two related (but different) issues of credit standards and the absurdity of boxes themselves aside for another time, I want to talk about…

  • Part Eight: Future Past Seven months ago when I started writing this column, I suspected the things I would be talking about were mostly wishful thinking. The idea that an increasingly entrenched game industry would see value in connecting casual, social or mobile gamers to their blockbuster AAA titles through meaningful gameplay seemed likely to…

  • Part Seven: Agency Beyond the Magic Circle For the past six months, I have been writing about ways to build connections between different games, and by extension, their audiences. I've imagined fashion design games for portable platforms that feed clothing designs to open world games where avatar clothing customization matters. I've imagined social world building…

  • Part Six: Platform Jumping For the last five parts of this series I talked around the issue of Single Player games and their place in the intramedia landscape I have been describing. I've looked at how social world building games like Farmville might seed content into SP game worlds. I've looked at how mobile apps…

  • Part Five: Gaming Across the Fifth Dimension Revolutionary ideas in science, technology and philosophy don’t exist in isolation in academic institutes, government think tanks, or corporate R&D labs, they touch all aspects of our culture. The ideas of Copernicus, Galileo and Darwin undercut millennia of oppression, giving rise to concepts like literacy, democracy and equality.…