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About the Archives

This page contains an archive of all entries posted to GAMBIT in the News category. They are listed from oldest to newest.

Indies is the previous category.

Research is the next category.

Many more can be found on the main index page or by looking through the archives.

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Backflow on Singapore's National Day official website!

Zul, the Scrummaster for Backflow at GAMBIT, writes:

Backflow, the addictive pipe-switching puzzle game conceptualised and prototyped at the 1st Singapore-MIT GAMBIT Game Lab Summer program in June-August 2007 has been going through a major makeover at the Singapore Lab since March 2008 and our online demo is currently being featured on Singapore's National Day website, where users can play a 2-level demo online. They can even download it to their phones for free or get the full game at $2.99 via our website at http://www.backflowgame.com.

Channel Newsasia has been very supportive as well by having our game demo featured at their environmental awareness campaign website.

Since March 2008 we have been further developing the 5-level prototype into 15 levels and 3 difficulty modes of crazy pipe-switching experience. After completing the 15 levels, you'll earn medals and unlock the challenge mode where you lose power-ups one at a time leaving you to rely on pure pipe-switching skills to rise up the ranks. The final challenge is a brain-twisting level where the recycle bins will be randomized and turned black, and sorting will be done by memory.

We also included a survival mode where you choose any one of the 15 levels and play through increasing difficulty until you drop to compete for the highscores which you can then choose to submit online to compete with other players. You may also challenge a friend in our turn-based versus mode!

We have just completed playtesting fresh players and will be porting the game to more phones very soon... In the meantime, here's our trailer:


GAMBIT '08 students settling in

This summer's interns have been in Cambridge for a little over a week now, and so far they've taken to MIT like ducks to the Charles River. Or like swan boats to the pond in Boston Common. Or, well, like video game fans to a video game lab!

A palpable sense of camaraderie is already growing between many of them. (Of course, an unexpected 24-hour layover in Chicago while en route from Singapore might have something to do with that. Still!) The Singaporeans and the Americans all seem to be hitting it off well and the mentors from both continents are already starting to bat research ideas back and forth. The MIT orientation sessions last week included lectures on everything from team roles to specialist training to the importance of branding (that last one was mine) and we've already had several truly excellent guest speakers, including friends of the lab Darius Kazemi and Jeff Ward of Orbus Gameworks, who spoke to our group about the joys of prototyping. Right now our teams are being paid a visit by game industry legend Warren Spector, who has been regaling us with tales of his days working on System Shock, Deus Ex, Ultima and Thief. Good times, good times.

Warren Spector and Sara Verrilli reminisce about working on SYSTEM SHOCK in the GAMBIT Game Lab's playroom.
Warren Spector and Sara Verrilli reminisce about working on System Shock.

In short, overseas friends and family checking this blog for news of their Singaporeans can rest assured: the GAMBIT lab is currently filled with laughter and hijinks as the teams get to know one another and start paper-prototyping their games. I've already been accosted multiple times by students running around with... Ah, but I can't mention that yet. Friends and alumni of the lab, if you thought last year's lineup was awesome, wait until you see what this year's crew is cooking up. Stay tuned to this blog and to our Flickr group, our YouTube channel and our Facebook page. We've got some excellent stuff in the works!

AudiOdyssey in the press, with a quick correction

It's been a busy week for GAMBIT – in addition to our preparations for this summer's wave of students, we've also been getting a lot of buzz in the press about one of last year's games, AudiOdyssey. The game has already gotten some good press from WIRED, CNN, the Game Career Guide and Gamasutra, but now we're also getting attention from CNET, Wii Fanboy and a whole host of others. Definitely not a bad way to start the summer!

There is one thing we'd like to clarify, though. Although AudiOdyssey was developed to use the Wii controllers, it is not a game for the Wii – it's a game developed in Flash to run on PCs. It would definitely be cool to have the game show up on the Wii at some point, but the AudiOdyssey folks are currently focusing their attention on new projects. Watch this space for possible announcements about said projects later this year!

Other places talking up AudiOdyssey around teh Intarwebs include:

For more information on AudiOdyssey, check out our earlier blog post profiling the game. For screenshots, a trailer, credits, system requirements and downloading instructions, please see the AudiOdyssey homepage in our Load Game section.

GAMBIT Highlights a Year of Development & Research: Wiip

This is part three of a multi-part series reflecting back on the games developed during the first year of the Singapore-MIT GAMBIT Game Lab, a five-year research initiative created to address important challenges faced by the global digital game research community and industry. Last time, we looked at AudiOdyssey, a rhythm game designed to be playable by the sighted and the blind. Today we focus on Wiip, one of many games developed during the summer internship program.


Wiip was one of six games developed at GAMBIT this past summer. As you might have guessed from its name, the game uses the Wii remote as its main controller. The Wiimote, as it is commonly called, was chosen as the controller to give players a greater sense of immersion and agency in the game.

loadgame_wiip_ss01.jpg

When playing Wiip, the player steps into the role of Mustachio, a circus ringmaster whose animals have gotten out of control. As the cute creatures run and bounce towards the screen, it is the player's job to stop the creatures before they attack. Fortunately for Mustachio, it only takes a simple crack of his bullwhip to tame the animals. Players can also utilize the whip crack, which triggers the combo system that has the potential to tame all the oncoming animals on the screen at once. But what does any of this have to do with research-oriented game design?

Press play for a video walkthrough of the game.

Alex Mitchell, Wiip's Product Owner, set out to explore the spectrum between abstraction and expression in game design, while creating a new vocabulary for interactivity in the process. This research goal was a driving force in the adoption of the Wiimote to play the game. The Wiimote makes use of multiple accelerometers to measure the movement and tilt of the controller. This technology allows the player to manipulate the Wimote like a real whip, creating a greater sense of immersion when playing the game. Although the game is meant to be played using the Wiimote, Wiip can also be played with a computer keyboard.

Wiip was conceptualized as a way to investigate controller expression, therefore choosing the correct control scheme was an integral part of the game design process. Trey Reyher, Wiip's Quality Assurance Lead, had this to say about the process:

"It was fascinating to see how testers responded to the controller. Those who were unfamiliar with the Wii remote played a bit timidly at first, whereas those who had used a bullwhip before could be seen gesticulating wildly in front of the computer screen. Eventually both groups tended toward a happy medium which allowed them optimal control with a minimum of exhaustion.

"We also encountered an unexpected difference in the play style of female versus male players. When female testers played Wiip, their movements tended to be more graceful and fluid than their male counterparts. This resulted in few of their motions exceeding the game's force threshold, which detects when a player's movement is significant enough to be interpreted as a swing of the whip. This was a challenging aspect to tune, since the threshold needs to be sensitive enough to correctly detect a swing without generating false positives as the player adjusted the direction of the Wii remote to target specific lanes. A compromise was reached after extensive focus testing of female players.

"Since we were targeting a broad audience, I tried to find as many testers as I could from the MIT community and beyond. Perhaps the best feedback I got was at a local ice cream parlor, where I was showing the game to some friends and observing their patterns of play. As they were playing, the employees of the store jumped over the counter and asked to play Wiip. They picked it up quickly, and seemed to greatly enjoy the game. In fact, one of them asked me, 'Did you just buy this next door?' I was confused until I recalled that the ice cream parlor was next to a game specialty retailer, and replied, 'No, we made this game.'"

More games in the Wiip universe are currently in development at the Singapore branch of the GAMBIT Lab.

Wiip was created by Alex Mitchell, Teo Chor Guan, Joshua Wong, Zhou Xuanming, Edmund Teo, Jonathan Johnson, Desmond Wong, Tio Lok Ling, Trey Reyher, contains original music by Guo Yuan, sound effects by "Fezz" Hoo Shu Yi, and voices by Matt Weise. Wiip can be downloaded here.

GAMBIT Highlights a Year of Development & Research: AudiOdyssey

This is part two of a multi-part series reflecting back on the games developed during the first year of the Singapore-MIT GAMBIT Game Lab, a five-year research initiative created to address important challenges faced by the global digital game research community and industry. Today we focus on AudiOdyssey, one of many games developed during the summer internship program.


AudiOdyssey is a rhythm video game which stars Vinyl Scorcher, a DJ in a nightclub trying to get people to dance. By matching various rhythmic sequences, Vinyl adds different tracks to a song to get club goers moving. However, if the party gets too crazy, there's a chance Vinyl's table might get bumped, causing him to lose tracks and forcing him to resynch his music. A single-player PC game, the user can control the game either with the keyboard or with the Nintendo Wiimote.

loadgame_audiodyssey_ss02.jpg

So, what's the research the game is based on? Well, AudiOdyssey is a fun game designed for everyone to enjoy, regardless of their level of sight. What does that mean? A blind individual can play AudiOdyssey just as well as a sighted person, and vice versa; furthermore, if we accomplished our research goal, both groups should enjoy the game with a similar challenge level. This was the original goal of the project – to create a game that both the sighted and non-sighted could play together and share a common gaming experience.

Press play for a video walkthrough of the game.

The game serves as the research for Eitan Glinert's Master's thesis, and Eitan is currently conducting game testing here at MIT to determine how effective it was in achieving its goals (if you are in the Boston area and want to help out with testing, drop him a line at glinert [at] mit [dot] edu.) This coming summer, a spiritual sequel to the game will expand on what was learned in the first version and improve on the weak areas. Most notably, the new game will likely have an online multiplayer element, so that people in remote locations with varying levels of eyesight will be able to play the game together.

AudiOdyssey was created by Eitan Glinert, Lonce Wyse, Dominic Chai, Bruce Chia, Paviter Singh, Mark Sullivan, Edwin Toh, Jim Willburger, Yeo Jingying, and contains original music by Guo Yuan. AudiOdyssey can be downloaded here.

GAMBIT Highlights a Year of Development & Research: Elementalyst

Summer is fast approaching at the GAMBIT MIT-Singapore Game Lab. In a little under two months the second class of GAMBIT summer interns will descend upon Boston to work with MIT faculty, students and staff in pushing the limits of video game research.

Expectations are high. A number of the games developed during GAMBIT's inaugural year have been extremely well received: Backflow was a 2008 Independent Games Festival finalist in two categories (Best Mobile Game and Innovation in Mobile Game Design) and AudiOdyssey was recently chosen to be featured as a postmortem at Gamasutra. The GAMBIT Singapore Lab is currently putting the finishing touches on Backflow and Wiip for their June 2008 release, and AudiOdyssey will undergo a major redesign this summer to prepare it for publication.

The past year has been a whirlwind of Scrum meetings, game development, testing and of course playing as many games as we can (we like to call it "research"). To help us remember it all, over the next few weeks we'll be highlighting some of the games developed at GAMBIT. Today we'll be looking at Elementalyst.


loadgame_elementalyst_ss03.jpg

Elementalyst is a single player casual game modeled after games such as Lumines and Puzzle Fighter. Players build chains of each element while awaiting the arrival of the catalyst block. When the catalyst finally appears it induces a series of chain reactions between the three elements and helps clear the screen. The player's goal is to build larger and larger chains for more combos and more points.

As GAMBIT's first game development team, the main goal of the project was to expose students and staff to the process of game development in early 2007. Students were responsible for evaluating various software packages – including GIMP, an open-source graphics editor similar to Photoshop, and Microsoft's XNA – as well as test drive the Scrum Software Development Methodology, which has now been adopted by all of GAMBIT.

Working on Elementalyst has even persuaded some students to pursue game development as a career. "I love seeing all the different aspects that go into making a game and working alongside other students to produce something great," said Elementalyst programmer Jim Wilberger. "I could definitely see myself doing this for many years to come."

Despite the trials and tribulations of designing a video game for the first time, the majority of students on the Elementalyst team returned to GAMBIT over the summer or during the fall and spring terms. It just goes to show that we here at GAMBIT just can't get enough when it comes to games.

Elementalyst was created by Mark Grimm, Sharat Bhat, Jonathan Johnson, Jim Wilberger, Jamie Jones, Chris Casiano, Ben Decker, and contains original music by Jeremy Flores. Elementalyst can be downloaded here.

GAMBIT Singapore Open House

Last Friday, we had a Open House for the GAMBIT Singapore Lab, where we invited guests from the government, industry and academia to come down and see what we were doing at the lab in the afternoon, and then the previous GAMBIT generation and some friends during the evening for a reunion. It was a very very busy day, decorating (and cleaning up) the lab in the morning, showcasing the games in the afternoon and getting some valuable testing feedback, and then catching up with everyone at night. You can view the pictures at the Flickr blog.

In the afternoon. we showcased the original versions of AudiOdyssey, Wiip and Backflow, as at the end of the MIT summer program, as well as the new and improved versions of Wiip and Backflow. We also showed off the first playable of our new XBLA game, CarneyVale: Showtime. Backflow now has its multiplayer component removed, but expanded single-player gameplay, including a new UI, improved music, and streamlined scoring. Wiip now is shifting to an arcade-style game, with simpler controls and a timer-based scoring system. And Showtime continues to impress people, though a couple of industry guys managed to break our ragdoll character within a few minutes of play.

In the evening, many of the old GAMBIT generation came back for a visit, including those who have just graduated from polytechnics, those who are currently working (including GAMBIT's now-famous new couple), and those who are still studying. Almost two-thirds of the last generation of GAMBIT students came for a visit to the lab, and it was a good time to catch up with what everyone was doing. And now, back to work...

Or, in the words of Warcraft II's infamous Peon: "Work work..."

Violence and Games, One Student's Perspective (Part 1)
Boston State House, courtesy of Snurb on flickr

Earlier this month,I went to the Boston State House to witness a hearing on House Bill 1423. The bill would amend Massachusetts law to explicitly include video games as in the list of media regulated with respect to content, and to additionally include violence that is "patently offensive to prevailing standards in the adult community" as a type of obscenity. Of course, being a public hearing, there was a fairly extensive docket for the Judiciary Committtee that day, including a bill to change access to criminal records (CORI) , judicial appointments, marijuana law reform, and something or other about casinos.

Continue reading "Violence and Games, One Student's Perspective (Part 1)" »

Ubisoft visits Singapore lab

Just a quick news update. In my last update, I mentioned that we were preparing for some very important visitors to our lab. Well, the first one has come and went yesterday. The Managing Director of Ubisoft Singapore visited GAMBIT yesterday as part of his preliminary tour of the Singapore game industry. Ubisoft looks to be setting up a studio in Singapore in July, and so he was here to make contact with the people on the ground. It was a very productive session, and he seemed quite interested in the work that we were doing - both in the Singapore lab as well as the experimental research initiatives and student summer program at MIT.

This may be the start of a beautiful friendship. :-)

GAMBIT Singapore Lab Operational

It's been two weeks since the GAMBIT Singapore lab really got started, with a bunch of new interns and part-time staff who are waiting for their call-ups to join the Singapore National Service. There are still some finishing touches to be made (the signboard with our name still isn't up yet!) but production has begun in the middle of all the renovation and interior decor work. Hopefully, by next week we'll have everything in place - just in time to welcome a whole bunch of distinguished guests who are planning to visit our lab. (But that's another story, for another day...). In the meantime, you can go see some pictures of the lab at our Flickr photo gallery.

Or I can try to describe it in words. (Skip the next two paragraphs if you'll rather look at the pics.)

Continue reading "GAMBIT Singapore Lab Operational" »

Gambit in the News

Things have been busy here at GAMBIT and the news media are taking notice. Here are some articles past and present that have recently come to our attention:

Designing Games That Are Accessible to Everyone, written by our very own Eitan Glinert.

Road to IGF Mobile: Singapore-MIT GAMBIT's Backflow features an interview with Neal Grigsby, Backflow game designer.

Also check out CNM Interns at Massachusetts Institute of Technology (MIT), Cambridge, Massachusetts, for reflections from some of our Singapore summer interns.

For more GAMBIT in the news, visit our In the Press page.

Backflow is a finalist for IGF Mobile 2008

The list of finalists of the first annual Independent Games Festival Mobile competition was announced yesterday, and GAMBIT's game Backflow is a contender for IGF Mobile Best Game and Innovation in Mobile Game design.

We are extremely happy to have one of our games making it to the shortlist, especially because it is our first year and belongs to our first batch of games. There was a tough competition to get to the final, with more than 50 entries submitted from all over the world, mostly commercial games. The winners will be announced on February 20th 2008, during the Independent Games Festival Awards Ceremony at the Game Developers Conference.

Congratulations to Team Maita!

You can download Backflow here.

Vivendi Games-Activision Merger Announced

Rachel Rosmarin wrote in Forbes.com:

In a largely unpredicted move Sunday, Vivendi said it would merge with videogame publisher Activision (nasdaq: ATVI), in a deal that would create the largest independent game company and be worth about $19 billion, according to the companies. By 2009, the companies expect operating income to reach $1.1 billion. The entire videogame industry could generate $47 billion that year, according to DFC Intelligence.

Vivendi's purchase of nearly 63 million newly issued shares of Activision will give Vivendi a 52% stake in the combined company. The new company will be called Activision Blizzard, continue to trade under Activsion's ATVI symbol and Activision Chief Executive Robert Kotick will retain the helm of the combined company.

Earlier in the article, the writer refers to Vivendi Games as a "small but successful gaming division that includes Blizzard Entertainment's 9.3-million subscriber 'World of Warcraft.'" Only Forbes can get away with using the adjective "small" in describing WOW.

Continue reading "Vivendi Games-Activision Merger Announced" »

GAMBIT Makes News at GCA

Watching myself on the evening news in Singapore was a most surreal experience. I had flown in to the country just a few days earlier to help organize and promote GAMBIT's presence at the Games Convention Asia (GCA), and to represent the MIT side of the project as one of the team leaders from our inaugural summer session. I got a sense of just how interested people would be about our project, and the amount of scrutiny our games would receive, when keynote speaker and Singaporean cabinet member Dr. Vivian Balakrishnan described GAMBIT as an important pillar in Singapore's strategy to become a major hub in the Asian games industry. At the mention, a collective shiver of excitement seized our group, which was comprised of GAMBIT executive director Teo Chor Guan, fellow MIT traveler Trey Reyher, and many of the student interns we had befriended during our intense summer of work together.

Continue reading "GAMBIT Makes News at GCA" »

Would You Like to Play a Game?

The first-ever GAMBIT summer session has just ended and the Singaporean students have all returned home, leaving those of us still Stateside with a some great memories, and, oh yes, the games! We're starting to post this summer's creations to our Load Game section for the world to download and try out.

Continue reading "Would You Like to Play a Game?" »

CNN on GAMBIT and AudiOdyssey

One of the summer 2007 GAMBIT teams was just featured on CNN, so please read the following headline in your best James Earl Jones: "Video Games' New Frontier: The Visually Impaired." The game, AudiOdyssey, is a rhythm game designed to be equally enjoyable to both the sighted and the blind. Check out the article and then check out the game!

Summer in Boston!

There's a widely-held belief that things in Boston slow down over the summer, as a huge percentage of the student population takes off for internships, vacations, and family reunions. While there is some truth to this, anyone who opens the door to the GAMBIT Lab will be instantly yanked out of whatever peaceful reverie they might have otherwise attained. Life in our lab is nuts.

The Summer 2007 teams have completed their first sprint, and last Friday we had an internal open house for each team to show off their progress. Most, if not all, of the teams had some playable demo out on the floor accompanied by tons of gorgeous concept art plastered up on the walls, and the lab was abuzz with cheers, hoots of laughter and a cacophony of game music and special effects, including thumping bass lines and cracking whips. Later in the afternoon, our musicians treated the rest of us to a mini-concert of their recent work, which was absolutely astonishing.

Since then, this week's highlights have included the addition of an electric guitar to the audio team's repertoire, visits from various lecturers and consultants, the so-close-we-can-taste-it final approach to moving into our own new offices, a group trip to catch Michael Bay's Transformers and, of course, Boston's Fourth of July fireworks display over the Charles River. The weather keeps yo-yoing up and down, alternating between cool and breezy and hot and sticky, but the energy levels in the lab are still off the charts. There is some seriously, seriously cool stuff percolating in here.

In the meantime, we've posted the first round of bios in our Credits section, including the primary investigators and some of the GAMBIT crew. Stay tuned, as we'll be adding more profiles in the next few weeks – not to mention more information on our games!

Move I: The MIT Architecture Studio
MIT Architecture Studio
While the finishing touches are being placed on GAMBIT's lab space in Kendall Square, we're squatting in the MIT Architecture Studio. Today was our move-in day, as each of our six teams (seven, if you count our crack team of audio specialists) staked claim to a corner of this massive room tucked behind the dome at 77 Massachusetts Avenue. The space is enormous and industrial, with sawdust on the floor, huge wheeled bulletin boards acting as subdividers, and giant glass garage doors lining one of the walls. Through the windows opposite the garage doors we can see the other dome atop building 10, which gives the space the unique feeling of an artist's loft with academia peering in the window.

As I write this, GAMBIT primary investigator and CMS co-founder Henry Jenkins is addressing the students, explaining his vision for the role that GAMBIT will play in the development of innovative game development around the world. There's a palpable sense of excitement in the air here, a little of which is captured in the most recent photos uploaded to our Flickr page. The bulletin boards are mostly empty for now, and the space is still as white as an empty page in a sketchbook, but I fully expect that to change in the next week or so as early concept art, maps and notes begin to appear. Stay tuned!

Pressing the Start Button
start button
This has been a big week for us here at GAMBIT – the Singaporean students from our inaugural class arrived in two waves on Monday (well, one on Monday and one very, very early on Tuesday), and things have barely slowed down since!

This week has been primarily orientation for the Singaporeans and the Americans alike, including lectures on project management (introducing us to Scrum), UI design, experience design, building educational games and casual games. Visiting lecturers included Richard Corredera from Helixe, Brad Edelman and Michelle Woods of PlayFirst, and Frank Espinosa, animator, cartoonist and author of Rocketo. This afternoon the students are being issued their digital toolboxes (17" MacBook Pros loaded with all the software they'll need to work their magic), and tomorrow the students will be taken on a tour of Boston and Cambridge, guided by CMS administrator extraordinaire Gene Fierro and yours truly...

Continue reading "Pressing the Start Button" »

Hiring: MIT Postdoctoral Associate 2007-2008

The Singapore-MIT GAMBIT Game Lab in MIT's Program in Comparative Media Studies is pleased to announce a postdoctoral teaching-research associate position for nontenured scholars and teachers in videogame research and development. Postdocs will be required to fulfill a combination of teaching, management, research, and publishing roles, working with faculty, graduate, and undergraduate students. The position is designed to encourage the academic growth of promising scholars with recent Ph.D. degrees. The appointment is for a one-year period beginning September 1st, 2007, with a salary of $46,000 and a competitive benefits package.

The postdoctoral associate position is available in one or more areas of specialization related to videogame design, development or market analysis.

Continue reading "Hiring: MIT Postdoctoral Associate 2007-2008" »

GAMBIT email contact fixed

We've been having problems with the old "admin" email address, so we've institute another contact email for inquiries about the web site, job applications, and games. Please email gambit-request AT mit DOT edu if you need more information about anything related to the Singapore-MIT GAMBIT Game Lab. Thank you!

MIT, IBM Team Up on First PlayStation 3 Course

From the MIT News Office, May 2, 2007:

MIT's Department of Electrical Engineering and Computer Science and IBM have announced the recent completion of the first course in the United States structured around the capabilities of the Cell Broadband Engine (Cell/B.E.), the microprocessor that powers the new PlayStation®3 computer entertainment system...Throughout the course, students became familiar with the Cell/B.E. and how its design choices compare to other emerging architectures. Students also formed small project teams and participated in a course-long project to develop applications to run on the Cell Broadband Engine using the IBM Cell SDK available from IBM developerWorks.

Read the full article

GAMBIT is hiring!

The Singapore-MIT GAMBIT Game Lab is hiring postdocs and game development staff. Postdocs will have to teach, manage teams, perform research, and submit papers for publication. For game developers, we're currently looking for leads for design, art and programming with at least three years of commercial game development experience in their fields of speciality.

Applications for positions beginning in September should be submitted by June 15. For more information, click Join Game.

Asian Game Developers Summit 2006 videos

Lectures from AGDS 2006, held last December in Singapore, are now available through Google Video. Lots of good presentations from familiar names such as Noah Falstein (The 400 Project), Kristine Coco (Midway Studios), Ragnar Tørnquist (The Longest Journey), Tim Donley (Planescape: Torment), Chris Natsuume (Far Cry), Tracy Fullerton (USC), Raymond Wong (Koei Singapore), Jamie Fristrom (Spider-man 2).

Thanks to Allan Simonsen, coordinator of the Singapore chapter of the IGDA, for making these clips available!

Games Kids Play

The Games Kids Play website is a pretty nifty resource of categories and comparisons of classic schoolyard activities.

Continue reading "Games Kids Play" »

New York Times: Inside Japan's Puzzle Palace

From the New York Times:

Few Americans had ever thought of Japan as a source for puzzles until a little more than two years ago, when sudoku suddenly took the nation by storm, flooding airport gift shops, and even rivaling crosswords in popularity. Now Nikoli, which publishes puzzle magazines and books, is widely regarded as the world's most prolific wellspring of logic games and brainteasers.

Mr. Kaji and the company have had a hand in creating and promoting most of the half dozen or so number puzzles that have taken off after sudoku. But Mr. Kaji says that Nikoli has at least 250 more puzzles like sudoku, the vast majority of them unknown outside Japan.

Wired News article on GAMBIT

Chris Kohler from Wired News wrote up an article about our initiative! We haven't announced the new GAMBIT name yet, so he's still using our unofficial tagline (Singapore-MIT International Game Lab) but it looks like all the details are accurate. He also mentions a number of other new game programs around the US, all focusing intently on the value of actually making games on top of in-depth studies of the medium. Very cool.

Wired News: Today's Homework: Make Good Games

Continue reading "Wired News article on GAMBIT" »

Introducing the HIMG

From Ben Decker:

The Harvard Interactive Media Group, a new student organization at Harvard, is up and running!

What do we do? Lots of stuff...

    Recreational
  • A public gaming space, featuring all 3 next-gen consoles

  • Gaming events (one on the 24th! - see imultiplay.com for details)

  • Game-trading networks, MMOG guilds, and game ladders

    Academic
  • Quarterly journal, featuring contributions from both students and prominent academics/professionals
  • Monthly colloquium, offering great speakers as well as a place for those interested in interactive media to meet
    Both
  • Game-development group, producing actual games

The HIMG is to become Harvard's hub for all things interactive media and its connection to relevant outside networks. If you're interested in the group, please sign up at our website, www.harvardinteractivemedia.org

Other inspiring games

We had another meeting on the 5th of February to do more brainstorming (and have a good meal). The following games and libraries were mentioned, and are linked here after the jump. Eitan transcribed them and emailed them out, and Philip formatted it for the blog.

Continue reading "Other inspiring games" »

Shmups and Beat-em-ups

We had a UROP meeting on January 26th where there was some interest in doing a beat 'em up/shoot 'em up. I'm a big fan of the overhead/side-scrolling type of game, and encouraged the team to think 2D, simply given the amount of time we have. If we go for this genre, we should put an interesting spin on it, because trying to be distinctive in this space is going to be hard. Most of the content out there is designed by diehard fans or industry veterans.

One of the biggest problems with that genre is that you can't see more than 10 feet (figuratively) from the character. Of course, this also means that you don't have to draw so much on screen at once. How might "peripheral vision" work in a top-down perspective?

Right now, the word "casual" is pretty much synonymous with puzzle games, but that's not necessarily a hard-and-fast. "Casual games" have other traits in common... a relatively chill atmosphere, a forgiving system (it's not about losing, it's about how well you can win), short snippets of play, targeted at non-"hardcore" players, and so on. Is it possible to imagine a "casual" shooter/beat-em-up?

(Links to various games after the jump)

Continue reading "Shmups and Beat-em-ups" »

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