I'm Robin. I'm an amateur game designer. I post game recommendations (mostly indie), my thoughts on goings-on in the industry, and progress updates on games I'm making. Also, occasional posts about science and whatnot. DFTBA.

Looking forward to playing The Witness, The Last Guardian, Dark Souls II, Watch Dogs, and the reboot of Thief.

littlebigdetails:

Google - When looking at the wind speed in weather forecasts, the size of the arrows gets larger for stronger winds.
/via Westin

littlebigdetails:

Google - When looking at the wind speed in weather forecasts, the size of the arrows gets larger for stronger winds.

/via Westin

Microsoft is dropping support for Windows XP

This issue is probably biggest for office-based businesses, what with their large install base of XP and contracts with Microsoft that they won’t be able to renew. Microsoft of course wants everyone to switch to Win 8.1, but let’s all just leave that shit alone, shall we? It’s time for businesses to switch to Ubuntu, methinks.

polygondotcom:

Narrative designers discuss benefits of ditching the three act structure
The classic three act story structure — a setting and character setup followed by a confrontation that ends in a resolution — is popular among writers in all media. But ditching this convention, despite having been proved a successful storytelling method, is a beneficial move for video games because of the medium’s unique demands.
Speaking in a panel at GDC this morning, Riot Games narrative lead Tom Abernathy and Microsoft Game Studios’ designer Richard Rouse III said video games have storytelling opportunities that film and TV aren’t as suited for. Because of this, games require different structural needs when it comes to their stories. The Hollywood-favored three act structure — which was adopted in the third century around the time of Aristotle — isn’t always the best fit for video games.
(Link to the full story)

Smart. Storytelling in games has been handled as if it was filmic for far too long. Game writers need to be able to tell stories that suit the fundamental interactive nature of games.
I think the reason why I rarely enjoy stories in games is that there often seems to be a fight between the writer and the designer; the writer wants to make sure the player sees and hears things in a specific order so that a particular story can be told, but the designer wants to give the player the ability to choose where they go and what they do. Those two things conflict, and for me it often feels like a very messy, unfocused experience.

polygondotcom:

Narrative designers discuss benefits of ditching the three act structure

The classic three act story structure — a setting and character setup followed by a confrontation that ends in a resolution — is popular among writers in all media. But ditching this convention, despite having been proved a successful storytelling method, is a beneficial move for video games because of the medium’s unique demands.

Speaking in a panel at GDC this morning, Riot Games narrative lead Tom Abernathy and Microsoft Game Studios’ designer Richard Rouse III said video games have storytelling opportunities that film and TV aren’t as suited for. Because of this, games require different structural needs when it comes to their stories. The Hollywood-favored three act structure — which was adopted in the third century around the time of Aristotle — isn’t always the best fit for video games.

(Link to the full story)

Smart. Storytelling in games has been handled as if it was filmic for far too long. Game writers need to be able to tell stories that suit the fundamental interactive nature of games.

I think the reason why I rarely enjoy stories in games is that there often seems to be a fight between the writer and the designer; the writer wants to make sure the player sees and hears things in a specific order so that a particular story can be told, but the designer wants to give the player the ability to choose where they go and what they do. Those two things conflict, and for me it often feels like a very messy, unfocused experience.

littlebigdetails:

Louisck.com — When you forget your password, you are greeted with typical Louis CK helping you generate a new one.

littlebigdetails:

Louisck.comWhen you forget your password, you are greeted with typical Louis CK helping you generate a new one.

theroguefeminist:

Thrilling, fast-paced, thought-provoking dialog of Pokemon, the Animated Series.

prostheticknowledge:

Darknet

Game by E McNeill designed for the Oculus Rift which puts you in the position of a cyberpunk hacker - video embedded below:

The job is simple: break through the firewall and retrieve the data. But the net can be a dangerous place.

Built for virtual reality from the ground up, Darknet will release on PC/Mac/Linux as an exclusive launch title for the Oculus Rift VR headset.

You can find out more about the game here

OH GREAT NOW I HAVE TO BUY ONE OF THIS THINGS. THANKS OBAMA