Joe Lewis Wilkins
pepetoo at Cox.Net
Fri Feb 2 13:57:08 EST 2007
I'm a little reluctant to expose this thinking to public scrutiny at
this time, but almost ten years ago I was prepared to launch a major
endeavor that was combination electronic book and game; however, I
got distracted - big time, and never really got back to it. One of
the reasons was that I really didn't have the programming
capabilities to do it without major funding from some source and I
was unwilling to sell the idea to anyone else who might eventually
distort my goals. Please disregard all the references to financing,
and a few others with respect to anticipated goals and a phone
number that is no longer is service. The basic tenants are still
sound and desirable. Perhaps, with Revolution's cross platform
capabilities and multimedia aspirations, I may eventually be able to
start work in ernest on the project.
Some will call it a pipe dream; others may go even farther with "who
in the hell does he think he is?" You can make your own decision.
On Feb 2, 2007, at 10:32 AM, Richard Gaskin wrote:
> Great stuff, Marielle. I was especially interested in the comments
> about girl gaming.
> I saw Brenda Laurel give the closing keynote at CHI-98, where she
> talked about her experience doing usability research to found her
> company Purple Moon (since killed by the Mattel juggernaut).
> Reinforcing the observations you noted, one of the most interesting
> things she noted about girl gamers is their attraction to
> complexity. According to Laurel's research spanning a 10-year
> period, the reason girls don't play a lot of boy-oriented games is
> not because they're too difficult, but just the opposite, that the
> game play is often too simplistic.
> With Purple Moon, Laurel tried to create games that appealed to
> girls' appreciation for complex relationships. Much of the game
> play involved ethical questions in social simulation scenarios
> (e.g., do I go to the birthday party for the unpopular girl or
> accept the invitation for the party by the most popular girl for
> the same day?), and the complexity of the issues involved certainly
> carried greater variance in play than "shoot the zombie".
> One of the key aspects Laurel touched on was the self-fulfilling
> prophesy of game designers: having delivered games aimed at boys,
> game designers look to low sales among girls as a false
> reinforcement of the notion that "girls aren't into gaming".
> That was one of the things I loved most about Myst when it
> premiered. I don't play a lot of games, but Myst appealed to a
> much broader market than games had previously addressed. It was in
> many respects the first truly literate game, and its focus on
> environmental immersion and long, complex puzzles was a radically
> meditative departure from the shoot-em-up twitchers that continue
> to dominate the market.
> A thousand Myst-like games have been created since (including the
> great Alida <http://www.runrev.com/spotlight_on/alida1.php>), and
> while they've been fun I keep wondering if there's an entirely new
> type of game waiting to be created, something as different from
> everything else we've seen as Myst was for its time.
> Somewhere out there is a game waiting to be created, something that
> will open up the world of entertainment software to a whole new
> audience that isn't currently into games.
> Or as I once put it at a game developer meeting: Where is the
> "Catcher in the Rye" of games, the thing that will appeal to
> people who like rich, provocative entertainment but aren't
> attracted to current game play models?
> Maybe it'll be made by one of the readers of this list....
> Richard Gaskin Managing Editor, revJournal
> Rev tips, tutorials and more: http://www.revJournal.com
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