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Xorex: An Abstract Matching-Shooter

Screenshot showing the players ship charged with pink ammo, carrying some yellow inventory.

Screenshot showing the player’s ship charged with pink ammo, carrying some yellow inventory.

Xorex is a haphazard pastiche of various games I’ve played over the years.  It has several elements you’ll feel right at home with: gems to be arranged into color-matching linear groups, a forward-firing ship with flexible inventory and ammo storage, a grid-based board to which you can add and remove tokens, an unstoppable source of new clutter to be blown away, and a timer and leader-board for use in posturing with friends.  While making this game was a fantastic first-experience with open-source Flash development tools like HaXe and FlashDevelop, I must admit to a hidden agenda.

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Girls Tend to Avoid First Person Shooters and Circular Saws

halo3 In my experiences, many girls don’t seem eager to try new things if they cannot predict the consequences and are without someone to explain how the new thing is done.  This is especially true of things that they don’t see other girls doing.  In particular, I rarely see girls playing games such as first person shooters and real time strategy, nor do I see them using circular saws and nail guns.  Now, I’m sure that studies show many reasons for this, but I’d like to speak of my own experiences with how little effort it takes to break the stereotype when the opportunity presents itself.  I just have a hard time believing that most girls would really rather watch their guy friends play Halo, than trying it out for themselves (if given the right circumstances).

This morning, I was driving with a friend in Delaware.  She’s a few years younger than I, but hangs out with a group of  post-grad, guy friends of mine.  On the way from Home Depot, she mentioned that she’s tried playing multiplayer Halo at a friend’s bachelor pad and “couldn’t get what was going on.”  She said she kept getting killed before she could figure out what to do.  Now, most, if not all, people experience this when playing their first FPS, but why does my female friend sound so much more discouraged than my male friends would in similar situations?  It appears that often, the guys I know find motivation or determination in being sub-par inplace of discouragement.

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Software Engineering as Artifact Creation

if (sandWeight != idolWeight) { throw new BoulderException(); }

if (sandWeight != idolWeight) { throw new BoulderException(); }

Geek disclosure: I’ve become fascinated by the different facets of Software Engineering. Not just as a means to an end, but as a practice, as an art and as a historical artifact. I feel like I’m in Indiana Jones and the Java Temple, full of Pythons, with the riches of Perls and Rubies.

My desire for harder, better, faster, stronger code has been spurred on by being bitten one too many times by unchecked exceptions in Python, leading me back to the comfortable blanket of Java, unit testing and a framed photo of Kent Beck on my bedside table.

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Rationalization – a new game

gameplayI created a short game called Rationalization to help me think through some ideas.

The game is very abstract and its message is primarily procedural.  I look forward to hearing any reactions you may have.

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The Great Flu: Pandemic Education for the Masses

TheGreatFluIn my last post, I discussed how games are being used to communicate, not just to entertain.  Today, I want to discuss The Great Flu, a game recently released by Erasmus Medical Centre in Rotterdam, the Netherlands.  The game attempts to educate the public about the dangers of and difficulty in containing flu pandemics.

In the game, the player acts as the head of the World Pandemic Control during the outbreak of an unknown flu.  As the game progresses, the player must take actions, such as dispatching research teams, dispensing medication and face masks, and closing schools and airports, in an attempt to control and ultimately defeat the virus.  As the pandemic intensifies, the player is given information about the history and science of epidemics through a series of newspaper articles and videos.  Eventually, if the player is successful, the game ends with a count of the number of people infected and killed over the pandemic’s life span, and the money spent containing the virus.

I think the game succeeds in presenting players with a lot of information through the multimedia featured in the game, and by including hints in it, giving players incentive to absorb it.  Furthermore, it nicely illustrates the dangers of our highly connected world: there’s nothing more jarring than fighting a virus raging in Central and North America only to glance at Europe and find the epidemic exploding half way across the globe.  However, the game does suffer from a few common pitfalls, and going over them might shed some light on some of the challenges with using games for education.
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When Technology Isn’t Enough

Riddick and his Ulaks (read: sharp knives)

Riddick and his Ulaks (read: sharp knives)

Between being laid out with a kickboxing injury on my foot (not as manly as it sounds, I’m afraid) and food poisoning (which really is as non-manly as it sounds), I’ve had plenty of time to play some more games, without having to write it off to any significant others or advisers as “research”. Gamefly delivered “The Chronicles of Riddick: Assault on Dark Athena”, which has touched a nerve that has been twinging a long time (not in my foot): while technology is a great gameplay enabler, it’s also no panacea when the game design is flawed.

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