The elements of what I think is great, inclusive design is [the ability to] reveal to the player what the type of experience could be, and then allow the player to make their own choice…These notions of complex identities just resonate better with a broad audience. They allow for a more fun, ephemeral taking-on of other identities, and add a variety to the play…and often a levity to the experience.

It’s sad to me to think that we’re the entertainment industry, and we’re the most technologically advanced of all the entertainment industries, and yet we seem to be lacking in a social progressivism that matches our technological progressivism. I want to turn that around.

Matt Boch, project director of Dance Central at Harmonix, in an interview at Gamasutra by Leigh Alexander
Many popular games tap into something in a person that is compulsive, like hoarding … the need to make progress with points or collect things. You sit there saying yeah-yeah-yeah and then you wake up and say, What the hell was I doing? You can call that kind of game fun, but only if you call compulsive gambling fun … I used to value the ability to turn the user into your slave. I don’t anymore.
Tarn Adams, creator of Dwarf Fortress, from Jonah Weiner’s feature article “Where do Dwarf-Eating Carp Come From?” from The New York Times Magazine
In a world like this, if you see another player, you will feel like you want to get close to him. In a big city, you’re walking [a] downtown street, you don’t care about [people], because they’re everywhere. You care about your cell phone or whatever. But if you go to the mountain, go to the wild, hiking, you’re so small, you don’t feel you know a lot about the world. You’re insecure. Whenever you run into another person, you naturally want to go and say hi to them. Very simple psychology. I wanted to see an online game where we delivered the mountain.

Jenova Chen, designer at thatgamecompany, on his latest game, Journey.

(Source: http://www.giantbomb.com/news/climbing-mountains-of-beautiful-sand-in-journey/3316/)

Played 1 time
[Flash 9 is required to listen to audio.]

Jesse Schell, author of The Art of Game Design (Amazon link), builds upon his presentation from DICE by discussing his views on the so-called Gamepocalypse. A fascinating speech with some interesting follow-up questions. You’ll want to set aside an hour and a half for this; even if the only games you play are Bejeweled or FarmVille, the Gamepocalypse will profoundly affect us all. Actually, if you’re primarily a Facebook gamer, you’re probably more aware of the situation than we so-called “core gamers” are.

(Original post at The Long Now Foundation: http://www.longnow.org/seminars/02010/jul/27/visions-gamepocalypse/; via Andrew Krause)

This is what $50/yr for Xbox Live gets me: skeezy, depressing YouTube clips on my game console. Thanks, Microsoft.

Found while digging through boxes of youth-related detritus. Pokémon Snap: still my favorite rail shooter.

Laura Shigihara, the composer of Plants vs. Zombies’ soundtrack, performs the game’s signature song with some help from the game’s creator, George Fan.

(via eye-shuh’s blog)