Academia.edu Finders Fees

Is this ethical?

Yesterday I received the following email from Academia.edu, a social network for academics to share research papers. Hi Ian, We noticed that you are following the Computer Science research interest on Academia.edu. We wanted to mention that we are hiring software engineers at Academia.edu, and if you know any current or former students who might be interested, we offer a… read more

OOO and Politics

A response to Cameron Kunzelman

I’ll be the first to admit that I’m not exactly sure what blogging means to me these days. But whether by accident or design, I’ve been avoiding some of the back-and-forth debate that both helps and hinders the work of philosophy online these days. That said, this is one of those back-and-forth response posts, this on answering some of the… read more

Cube Clicker

I implemented Peter Molyneux's Curiosity inside Cow Clicker

Peter Molyneux is unusual among commercial game designers. He’s very well-known and successful, yet his games are often quite unusual, and his crazier ideas have a reputation for not quite making it to market. Molyneux’s penchant for absurdist, conceptual design koans even inspired a Twitter parody, @PeterMolydeux, whose design one-liners are now perhaps even more famous than the originals they… read more

Process Intensity and Social Experimentation

On the surprising design features of Johan Sebastian Joust. From my "Persuasive Games" column at Gamasutra.

In 1987, game designer Chris Crawford introduced the concept of process intensity, “the degree to which a program emphasizes processes instead of data.” Process, Crawford explains, involves “algorithms, equations, and branches,” while data refers to “tables, images, sounds, and texts.” A process-intensive program “spends a lot of time crunching numbers; a data-intensive program spends a lot of time moving bytes… read more

Star Castle for Atari VCS

D. Scott Williamson's "impossible" adaptation

In the fifth chapter of Racing the Beam, Nick and I discuss Howard Scott Warshaw’s popular Atari game Yars’ Revenge. The game is often called Atari’s most successful original game for the Atari 2600, but in fact it was originally meant to be an adaptation of Star Castle, a then-popular vector-graphics game by Cinematronics. But, because of the very different… read more

Aliens, but definitely not as we know them

In the New Scientist "Big Ideas" column

Are everyday objects, such as apple pies or microchips, aliens? It depends how you think about what it’s like to be a thing. This essay appeared in the

Write My Missing Chapters

Mark Sample's assignment for How to Do Things with Videogames

I’ve been flattered to see so many courses in media studies and related fields adopt my 2011 book How to Do Things with Videogames so quickly. But my favorite use of the book in a classroom thus far comes from Mark Sample’s Videogames in Critical Contexts course. He’s assigned his students to write a “missing chapter” for the book. Here’s… read more

A Portrait of The Artist as a Game Studio

The style of thatgamecompany

While we often see the evolution of artists working in old media, ever-shifting technical terrain tends to obscure videogame makers’ aesthetic trajectories. In Thatgamecompany’s pathbreaking and gorgeous games for the Playstation 3, we get the rare chance to watch these artists at work against a fixed technological backdrop. My review of thatgamecompany’s Journey, in the context of a discussion of… read more

Rise of the Videogame Zinesters

Anna Anthropy's new book

These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it’s not for fame or for profit, but for the strange, aimless beauty of personal creativity. That’s my back cover blurb for Anna Anthropy’s… read more

Game Developers Conference 2012

My schedule for this year's event

It’s almost time for the Game Developers Conference again! To think, last year I was struggling to escape the grip of a certain cow game, and this year I’ve perhaps almost partly escaped the grip of a certain cow game. This year I’ve got a relatively light schedule. First, Ben Sawyer, Jane McGonigal and I are running the new GameIT… read more