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<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>An on-going dialogue bythe game researchers at Re:Game labs.</description><title>Re:Game blog</title><generator>Tumblr (3.0; @regame)</generator><link>http://blog.regame.nu/</link><item><title>Playlist: Meta-Mechanics</title><description>&lt;p&gt;Games that are about the mechanics of games — not in the sense of minimalism, but in the sense of changing a game from being supported by a feature (achievement list / upgrade system / notification box / etc. ) to being &lt;i&gt;about&lt;/i&gt; that feature.  Also games that embody or parody the game development process.&lt;/p&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://en.wikipedia.org/wiki/Segagaga" target="_blank"&gt;Segagaga&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;&lt;i&gt;2001 / Tez Okano and SEGA — Dreamcast&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://www.progressquest.com/" target="_blank"&gt;Progress Quest&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;&lt;i&gt;2002 / Eric Fredricksen — Windows XP&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://armorgames.com/play/2893/achievement-unlocked" target="_blank"&gt;Achievement Unlocked&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;&lt;i&gt;2008 / John Cooney — Flash &lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://www.kongregate.com/games/Mazapan/you-have-to-burn-the-rope" target="_blank"&gt;You Have to Burn the Rope&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;&lt;i&gt;2008 / Kian Bashiri — Flash&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://armorgames.com/play/4309/this-is-the-only-level" target="_blank"&gt;This is the Only Level&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;&lt;i&gt;2009 / John Cooney — Flash &lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://armorgames.com/play/3955/upgrade-complete" target="_blank"&gt;Upgrade Complete&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;&lt;i&gt;2009? / Tony — Flash &lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;&lt;a href="http://girlflash.deviantart.com/art/The-Linear-RPG-114501766" target="_blank"&gt;Linear RPG&lt;/a&gt;&lt;/b&gt;&lt;br/&gt;&lt;i&gt;2009 / Sophie Houlden — Flash&lt;/i&gt;&lt;/li&gt;</description><link>http://blog.regame.nu/post/255005352</link><guid>http://blog.regame.nu/post/255005352</guid><pubDate>Mon, 23 Nov 2009 17:39:00 -0800</pubDate></item><item><title>Play+Discuss Recap: Rhythm Games</title><description>&lt;p&gt;Last week, Re:Gamers came together for the first Play+Discuss session—the topic was rhythm games. Rather than spend all our time playing &lt;a href="http://www.mobygames.com/game/ps3/rock-band" target="_blank"&gt;Rock Band&lt;/a&gt;, we ended up focusing on the old, the weird, and the arguably-not-rhythm-at-all.&lt;/p&gt;
&lt;p&gt;&lt;br/&gt;&lt;b&gt;PixelPop / Rhythm Heaven: mixed metaphors&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;We discussed rhythm mini-games using mixed visual metaphors, such as the level 4 &amp;#8220;Mix Tape&amp;#8221; mode of the Nitrome game and Re:Game favorite &lt;a href="http://www.nitrome.com/games/pixelpop/" target="_blank"&gt;Pixel Pop&lt;/a&gt;, and talked about in the future looking at the Nintendo DS game &lt;a href="http://www.mobygames.com/game/gameboy-advance/rhythm-tengoku" target="_blank"&gt;Rhythm Tengoku&lt;/a&gt; (aka Rhythm Heaven). If we use a DS in the future, we might also also look at games that use gestural / 2D interfaces like &lt;a href="http://www.mobygames.com/game/nintendo-ds/elite-beat-agents" target="_blank"&gt;Elite Beat Agents&lt;/a&gt;, &lt;a href="http://www.mobygames.com/game/nintendo-ds/osu-tatakae-ouendan" target="_blank"&gt;Osu! Tatakae! Ouendan&lt;/a&gt;, etc.&lt;/p&gt;
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&lt;/p&gt;
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&lt;/p&gt;
&lt;p&gt;&lt;br/&gt;&lt;b&gt;Dragon&amp;#8217;s Lair: predictable patterns&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;We also spent a while playing (and most of the time just watching) the &lt;a href="http://www.mobygames.com/game/don-bluth-presents-dragons-lair-20th-anniversary-special-edition" target="_blank"&gt;Dragon&amp;#8217;s Lair&lt;/a&gt; playable DVD re-release, discussing both the structure of the game and the way that the player painstakingly learns patterns of pre-recorded interaction through some queues and a lot of learning-by-dying, and responds to each cartoon unit by performing these patterns. Do you need to be able to react in order for it to be a rhythm game, or does prediction based on memory enough?&lt;/p&gt;
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&lt;/p&gt;
&lt;p&gt;&lt;br/&gt;&lt;b&gt;Stampede and Space Invaders: emergant patterns?&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;We talked about the Atari 2600 games &lt;a href="http://www.mobygames.com/game/intellivision/stampede" target="_blank"&gt;Stampede&lt;/a&gt;, which involve playing a pattern of bump-actions that emerge over time, and &lt;a href="http://www.mobygames.com/game/atari-2600/space-invaders-" target="_blank"&gt;Space Invaders&lt;/a&gt;, which begins allows a wide number of approaches but narrows down to requiring an extremely specific pattern to be played in the opening moves of every level (for example, see 1:30-2:10 of the video below). If the player is rehearsing a pattern, does that count as a rhythm game, even if the visual metaphor doesn&amp;#8217;t involve beats?&lt;/p&gt;
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&lt;br/&gt;&lt;a href="http://www.5min.com/Video/How-to-Complete-Space-Invaders-5377" style="font-family: Verdana;font-size: 10px;" target="_blank"&gt;How to Complete Space Invaders&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;br/&gt;&lt;b&gt;DDR-esque&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;There was a long break to play with a new Subor 16-bit unit, but we did find a controller-based chinese dance rhythm game to play on it in the arrow-style of &lt;a href="http://www.mobygames.com/game-group/dance-dance-revolutiondancing-stage-series" target="_blank"&gt;Dance Dance Revolution&lt;/a&gt;, but with increasingly complex button combinations required as the game advances. Visual literacy was an issue with the game design &amp;#8212; the designers had created an unusual &amp;#8220;match the beat while it is fully in the box&amp;#8221; UI metaphor rather than &amp;#8220;match the beat when it crosses the line,&amp;#8221; so at first we were failing a lot and having a hard time understanding why.&lt;/p&gt;
&lt;p&gt;&lt;img alt="Subor 16-bit Learning Station (SB978)" src="http://playpower.org/out/SB978.jpg" height="263" width="445"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;b&gt;In the future: Rez, Otocky, &amp;#8230;?&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;We didn&amp;#8217;t end up playing the musical syncopation shooter &lt;a href="http://www.mobygames.com/game/dreamcast/rez" target="_blank"&gt;Rez&lt;/a&gt;, however we did take a moment to watch a video of &lt;a href="http://en.wikipedia.org/wiki/Otocky" target="_blank"&gt;Otocky&lt;/a&gt;, an early musical shooter by Toshio Iwai (the later creator of &lt;a href="http://www.mobygames.com/game/nintendo-ds/electroplankton" target="_blank"&gt;Electroplankton&lt;/a&gt; for the DS). Otocky is a simple 8-bit side-scroller for the NES, while Rez is a PS2&amp;#160;3D-forward flyer. Like Rez, Otocky creates musical syncopation as a byproduct of play rather than using &amp;#8220;match the beat&amp;#8221; as a core game mechanic. Unlike Rez, however, Otocky had a BGM mode in which it is easily playable as a kind of music toy.&lt;/p&gt;
&lt;p&gt;
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&lt;/p&gt;</description><link>http://blog.regame.nu/post/111095795</link><guid>http://blog.regame.nu/post/111095795</guid><pubDate>Thu, 21 May 2009 12:22:53 -0700</pubDate><category>play+discuss</category><category>playlist</category><category>recap</category><category>rhythm</category></item><item><title>Playlist: Mazes</title><description>&lt;p&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Pac-Man&lt;/b&gt;&lt;br/&gt;&lt;i&gt;1981 / Namco — Atari 2600&amp;#160;&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;K.C. Munchkin!&lt;/b&gt;&lt;br/&gt;&lt;i&gt;1981 / Maganavox — Odyssey² &lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Berzerk&lt;/b&gt;&lt;br/&gt;&lt;i&gt;1982 / Stern — Atari 2600&amp;#160;&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Lock &amp;#8216;n&amp;#8217; Chase&lt;/b&gt;&lt;br/&gt;&lt;i&gt;1982 / Data East — Intellivision&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Soko-Ban&lt;/b&gt;&lt;br/&gt;&lt;i&gt;1984 / Thinking Rabbit — Apple II&lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Dig Dug&lt;/b&gt;&lt;br/&gt;&lt;i&gt;1985 / Namco — NES&lt;/i&gt; &lt;/li&gt;
&lt;li&gt;&lt;b&gt;Super Bomberman&lt;/b&gt;&lt;br/&gt;&lt;i&gt;1992 / Hudson — SNES &lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;ChuChu Rocket!&lt;/b&gt;&lt;br/&gt;&lt;i&gt;2001 / Sega — Dreamcast&lt;/i&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/p&gt;</description><link>http://blog.regame.nu/post/110641061</link><guid>http://blog.regame.nu/post/110641061</guid><pubDate>Wed, 20 May 2009 14:06:00 -0700</pubDate><category>playlist</category><category>mazes</category></item><item><title>Jeremy has his revenge with Yar’s Revenge!</title><description>&lt;img src="http://24.media.tumblr.com/6l9OnCXiVnp4xnwtsfgEmtF2o1_500.jpg"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Jeremy has his revenge with Yar’s Revenge!&lt;/p&gt;</description><link>http://blog.regame.nu/post/110345790</link><guid>http://blog.regame.nu/post/110345790</guid><pubDate>Fri, 08 May 2009 00:00:00 -0700</pubDate><category>photo</category><category>player</category></item><item><title>"We provide researchers with access to games and consoles"</title><description>“We provide researchers with access to games and consoles”</description><link>http://blog.regame.nu/post/110346702</link><guid>http://blog.regame.nu/post/110346702</guid><pubDate>Tue, 15 Apr 2008 00:00:00 -0700</pubDate><category>manifesto</category></item></channel></rss>

