GameSetLinks: The Chore Persona
With Xmas Day rapidly approaching, I hope GameSetWatch readers have worked out if they're naughty or nice in time for the presents to arrived (or not, as the case may be!)
Luckily, here's some link-based presents to help you out, including some good Id and Quake history posts, a Persona 4 critique, inside LittleBigPlanet, too much game design documentation, the awesomeness of Chore Wars, and more.
In the hangar:
Daniel Primed:: Gaming Analysis, Critique and Culture » Quake and the Feeling of Nightmare
An excellent design analysis of Quake, also teamed up with an early history of id that's well worth reading.
Crispy Gamer - Feature: A Kiss on the Blips
Another excellent write-up of the New York chiptune scene's mega-fest.
The Brainy Gamer: You're not the boss of me
Some nifty Michael Abbott writing on Persona 4: 'If you're willing to accept the game on its own terms and allow it to define itself in its own way, you are in for a rich and stimulating RPG experience that will dispel the bad taste that some recent JRPGs may have left in your mouth.'
chewing pixels » UGC: Restoring our Sense of Wonder?
Simon Parkin on LittleBigPlanet: 'Now we’re a few weeks post the game’s release, I thought I’d survey the most popular UGC levels, not in terms of in-game downloads, but rather in terms of viral interest on the internet, to see if there are any common characteristics that have driven their popularity.'
Avant Game: I am on a ninja quest (to clean my apartment)
Jane McGonigal recommends Chore Wars, which appears to be a website where you gain XP by doing real-life chores - conceptually adorable.
My Uncle’s Box Of Pirated Games: Pandora, Floor 13, Conflict | brilli.am/writes
Fun time capsule-like reviews of overlooked Commodore Amiga games: 'Let me be bold for a moment: Pandora deserves to be incredibly important. It delivers what might be the best version of a mystery narrative within a game I’ve ever seen. In a nutshell, the game drops you inside a sentient, evil starship bent on destroying Earth.'
gameslol » Blog Archive » Game Design 101 Rant: Over-Reliance On Documentation
'You can’t design something just by writing 100+ pages about it. Game design isn’t about precisely predefining everything in a set of blueprints like an architect and then building it to spec. It’s a highly dynamic process.' As a (thankfully) ex-designer, I agree completely.
Broken Toys » In Eve, Even The Dupes Are Massive
Fascinating EVE Online exploit - as a commenter points out: 'The exploit basicly makes it so that the starbases that make the components don’t need any resources at all.'









Comments
I found the Quake/nightmare article to be lacking. It's a very shallow metaphor between Quake and the concept of "nightmare" but very little analysis is provided. It's more akin to a game review, with sections on graphics, sound, design, etc, only provided from an outsider perspective 10 years after the fact. It reminds me most of the occasional feature in print mags where they ask 6 year-olds to play NES games, and for commentary. It's a review that primarily compares the past to the present landscape, illuminating little.
Posted by: Tom L | December 24, 2008 12:27 PM