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The Aesthetics of Cloning

Taken from Penny Arcade:

The Flashpoint
Tycho
@TychoBrahe
Wednesday, February 22 2012 - 12:01 AM


I’ve talked about
David Sirlin a couple times before. I think that if you were to crack open his skull, his brain would look physically different from other brains; I play his games because they’re good, but also in an attempt to figure him out. I felt confident that he’d have a useful perspective on the “clonin’ fever” that swept the web recently, and I wasn’t wrong. He makes a distinction I think is vital, and desperately missing from the utopian/free love model of creative work - what amounts to an Aesthetics Of Cloning. His games Puzzle Strike and Yomi are playable online at FantasyStrike.com.

Regarding cloning, copying, and stealing of game designs: let’s get a couple things out of the way first.

Copyrights. Never violate someone’s copyright, period. That only covers the verbatim expression of an idea though, not the idea itself. This means don’t copy exact art assets, literally identical code, etc. I think we’re all on the same page here.

Patents. Game mechanics really shouldn’t be patentable. I wrote an article on this, on how far warped the patent system has become since 1793 when Thomas Jefferson first outlined the criteria of a patent to be novel, non-obvious, and useful. In that article you can read about Sega’s absurd patent for a game where a car drives in a virtual city with an arrow floating above the car telling you where to go, and where virtual people jump out of the way of the car. Or Namco’s absurd patent on mini-games in loading screens. Wizards of the Coast has an absurd patent on cards turning sideways to denote a game state (aka “tapping”). If anything, go ahead and break some patents on game mechanics so this stuff can be struck down in court. These things stifle innovation, not encourage it.

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Next step in gaming: The Painstation

Original Posting:

In 2001, art collective /////////fur//// developed Painstation, a video game designed to punish the player’s poor performance. Based on the classic Pong, Painstation measures your skill and reacts to how you’re playing compared to your opponent. The right hand controls a simple joystick controller, while the left hand is placed about the PEU – Pain Execution Unit. The PEU contains a heating element, a miniature leather whip, and it’s connected to a circuit used to deliver electric shocks.

After years of fighting copyright and legal issues, the group recently announced they have begun construction on Painstation 2, which is expected to be released in the coming months.

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Watching Tiger

Tron Legacy Prequel - Tron Evolution



I hear that Tron Evolution will have several different stories taking place between the original Tron movie back in 1982 and Tron Legacy in 2010.

Different platforms/systems get a different placement along the timeline.

Here's the official site.

Sounds idea for folks that have multiple gaming systems. They can get a piece of the story arc of the prequel to Legacy.

The question is, is it a good game?

Preorders are now. Evolution comes out early December.

Is it worth getting?

Here's a preview review.
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Scribblenauts

An amazing new game that will be coming out for the DS. Essentially, you are to help your character through the level by typing out various words. The game is supposedly programmed for thousands of words with images attached to each:




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I am continually amazed by the directions Nintendo is taking the gaming industry. To them, it's not about having the fastest system or the greatest graphics, it's about innovation and redefining what it means to play a video game. It's about having fun.
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Super Smash Bros. Brawl PC Level Editor Changes The Rules

Source

Considering how hyped I once was for Nintendo's all-star Wii title Super Smash Bros. Brawl, my enthusiasm cooled once I'd experienced all that the game had to offer and explored all that I cared to see. I'm not quite sure what happened considering that the previous Melee title continued to see heavy use during the entire GameCube era. One Brawl aspect that was good for an impressed musing was the stage editor, although I also relaxed on that once I discovered that my creations were limited by the less than expansive scope of the editor. I may have to revisit that part of the game now that there's a Brawl stage editor for the PC that simplifies the creation process while adding the ability to tweak variables that the built-in Brawl editor does not allow to be touched. Kombo has the details and a YouTube video of the program in action.

One of the aspects added to the game design of Super Smash Bros. Brawl to help grant it greater longevity was a stage creator, so that with the help of its players, there would always be a new place to hold matches. But unfortunately, the interface may not be for some people.

Thankfully, someone has come up with a PC-friendly solution which allows aspiring stage designers to implement all their ideas on their computer, save it to an SD card, and transfer it to the game itself. Even better, it has some extras that the original program native to Brawl doesn't have, such as setting spawn points, creating custom thumbnails, and of course, typing.




I haven't tried this editor yet, but if it's easy to use as it seems and delivers on what it promises, then I think it's a great idea. The beta version of Xane's Brawl Stage Studio is available for download over at Smashboards. Nintendo historically locks down this kind of game modification away from the end-user level, so hurry and try it out before the company updates the Wii's system software to somehow block the SD card slot from accessing these unauthorized custom stages.

Posted by MattG on April 22, 2009 at 12:11 PM