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I Wish I Were the Moon's strange love-triangle

Last week I wrote about games that tried to turn text into a playable experience. One of the games I didn't get a chance to talk about was Today I Die by Daniel Benmergui, which doesn't quite fit in the same category. It would be more accurate to describe it as a "playable poem". There have been a few other playable poems that have been recognized in the Casual Games scene recently, such as I Wish I Were the Moon (also by Daniel Benmergui) and The Majesty of Colors by Gregory Weir (Author of Silent Conversation).

Games
Joe Rheaume 01/15/2010 - 16:47
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Standing inside a haiku in Silent Conversation

Games like Dance Dance Revolution, Guitar Hero, Karaoke Revolution and Audiosurf aren't just music games, they're games that take existing music, and recontextualize it into gameplay, giving players a new way to experience music they might already be familiar with, or exposing them to new music with the tantalizing promise of a fun game. Without music, these games are just about timing a certain color or shape with a certain button press. They're playable with the sound off, but they're not nearly as compelling.

In the past year or so, some game developers have started toying with applying this same approach to text.

Games
Joe Rheaume 01/08/2010 - 16:49
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Defending your town from a night-time zombie attack

Super Energy Apocalypse: RECYCLED by Brain Juice Games is a Real Time Strategy game (RTS) that explores the pros and cons of different energy-economies by taking real-life data and simulating it in a science-fiction world that turns long-term consequences into immediate consequences.

Games
Joe Rheaume 12/29/2009 - 14:32
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A screenshot of the competition page, containing a screenshot of Jirosum

The interesting thing about these kind of competitions is that you get to see what a really raw game looks like. There usually isn't enough time to have the game completely polished by the deadline. Often times the developer was never able to implement some core idea, or they quickly realized that the game they were building wasn't quite what they thought it was going to be. It is always useful for a designer to get a bit of insight into the design processes used by other designers.

Games
Joe Rheaume 11/13/2009 - 13:38
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Andy, Joe and I seldom tout our own work. However our team at Web Courseworks has been developing educational games for the Children’s Hospital of Wisconsin since 2004. In my post on my Managing eLearning Blog I interview Dr. Schafer about his research on our middle school ATOD prevention curriculum call Its Up 2U.

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Jon Aleckson 10/18/2009 - 09:20
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Joystiq has a great set of screenshots and summaries of the finalists for the 2009 IndieCade Festival. Each one of these is a wonderful example of how a game can be so much more than a little diversion. Most of the finalists are games with something important to say or teach.

News
Joe Rheaume 10/05/2009 - 10:25
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Exploring this pool table gives you a hint for a math-based puzzle

Ive recently been exploring the idea of using the game genre known as the "Escape Game" for educational games. The best examples of games test your puzzle-solving skills, and include hints that you have to explore to find.  I thought I would talk to fellow Flash game developer Merlin Gore about escape games, since he has developed so many of them.

Merlin started as a flash developer a few years ago when his friend introduced him to the world of Escape Games. He is still making games to date, but is now also a staff member at FlashGameLicense.com. He’s studying Computer Science in the UK and is going on to do a Masters next year. He aspires to be a game developer later in life and work for some big names like EA or Blizzard.

Games
Joe Rheaume 09/11/2009 - 16:37
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A small isometric city in New Zealand

ElectroCity is a fun little sim game from New Zealand designed to "spark an interest and lay an unbiased foundation for later learning" about the topics of energy policy and environmental impact. It plays like a very simplified version of SimCity, instead oh having to plan out every detail, you just chose how to use a few large squares of land, either for mining, building power plants, or using the land to create jobs, increase tourism, or decrease environmental impact. You have to balance population growth, happiness, and energy use with environmental impact, and the city budget. You get graded in each category at the end with a simple A+ through F scale.

Games
Joe Rheaume 08/03/2009 - 14:54
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Gridlock Buster 26000 plays in four weeks!

Joe Rheaume of Chronotron fame has been doing a fabulous job writing reviews on this site of casual games and the educational principles they are built on. As the primary sponsor of this non-profit web site I am ecstatic about all the excitement surrounding the casual game market. Web Courseworks’ casual game Gridlock Buster, developed for the University of Minnesota’s ITS Institute, has already s

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Jon Aleckson 07/14/2009 - 14:35
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This is the rope you have to burn

I've written a little bit before about games as art, but my previous examples have all been games that comment on some aspect of life or literature. This is not to imply that all art needs to make commentary, or that games written for the primary purpose of entertainment or education are not art. There are some people who say that games are never art, though personally I agree with the other side of the argument.

It is easier, however, to argue that games that do have something important to say are art. As a game designer I find it particularly interesting when games are used to comment on the nature of games.

I'm going to talk about three of these games, but you should probably play them first if you don't want my biased dissection of the games' messages to interfere with your personal experience of them. So play them first, and I'll put my commentary after the break.

Play You Have to Burn the Rope.
Play Achievement Unlocked.
Play Upgrade Complete.

Games
Joe Rheaume 07/10/2009 - 16:51