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Tiltfactor continues to represent and engage at PAX East this weekend! First off,  a panel discussion on Friday with lab director Mary Flanagan on Getting the Most Out of Your Game Education. Pictured here, playtest sessions for our nearly-released game POX: Save the People with folks...

Pox is done. The boards are being packed and shipped and I'm doing what I always do at the end of a big project-- some reflection, and yes, some second guessing. Don't get me wrong, I believe in what we created. It looks great, it plays great, and it is great. When you spend so much time focused on a single system, however, it is impossible to fully divorce yourself from the choices you didn't make. For example, I wonder what the game would be like if the player played the virus rather than the cure. I asked this question in one of our team meetings on the game but didn't find much enthusiasm for the idea. Folks thought, rightly, that it could confuse and detract from the original purpose of this game: to illustrate the concept of herd immunity. But I wonder also wonder if playing the bad guy would enhance the educational value for certain players.

Raph Koster has [as usual, certainly] summed up a fair bit about social gaming in his GDC presentation. I wasn’t there, and so I didn’t get to hear it, only read it.  I like that the main additions to his Austin version were to point...

To me, the white elephant in the [digital] game design room is that of dynamic content. Maybe it’s an invisible white elephant, because not many other people seem to be talking about it....

This year's Game Development Conference in San Francisco promises to be enjoyable and informative. We are doing a soft-launch of our new beloved tiltfactor.org site (uber exciting!), as well as following lab director Mary Flanagan as she's speaking at the GDC Education Summit: Monday 10:00-11:00...

Ubermorgen's Clickistan is a wild ride. Designed as a web art extravaganza, and in part serving to fund raise for the Whitney Museum of American Art (a pretty credible cause, as causes go) Clickistan is a conceptual work that locates its work somewhere "between the...

Today at Tilt we are thinking about play and motivation, looking at variable ratio reward scheduling, empathy, and other means by which players might find pleasure in a game. To Caillois in his Man, Play, and Games, the experiences of competition, chance, altered perception (vertigo),...

a big big honor! Dartmouth Assistant Professor of Film and Media Studies Jodie Mack received a Jury’s Choice First Prize award at the 2011 Black Maria Film Festival for her animated film. Mack describes her winning 28-minute “Yard Work is Hard Work” as “an animated...

Sherry Turkle is coming to Dartmouth to speak on the 10th of February about her newest research, Alone Together: Why We Expect More from Technology and Less from Each Other, published by Basic Books. The 15th of April 2011 we're hosting a DIGITAL POETRY...

Since the 1950s, games have been a part of the culture of scientific discovery. In 1951, The Nimrod was a special purpose computer built to play the game of Nim, for display at the Exhibition of Science during the 1951 Festival of Britain. In 1952,...