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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 “Mix Tape” 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;&lt;br/&gt;&lt;b&gt;Dragon’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’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;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’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 — the designers had created an unusual “match the beat while it is fully in the box” UI metaphor rather than “match the beat when it crosses the line,” 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, …?&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;We didn’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 3D-forward flyer. Like Rez, Otocky creates musical syncopation as a byproduct of play rather than using “match the beat” 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;
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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 &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 &lt;/i&gt;&lt;/li&gt;
&lt;li&gt;&lt;b&gt;Lock ‘n’ 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://30.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>

