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Final College Fantasy

Franchement, la fac, c'est cool. On a du temps devant soi, plein de matos, et pleins de pôtes pour s'occuper. Au final, ca donne ça (pour fan de Final Fantasy seulement!):



Cool, non ? Moi, j'adore ! :-)


Forbes on Games

J’en avais déjà parlé en coup de vent, mais Forbes revient sur le jeu, sous toutes ses formes ! Très instructif !


Mind Games

The Dating Game
By Dan Savage
Everyone hates players. But romantic success depends on mastering the game.

The Most Human Game
By Fred Waitzkin
At the highest levels, chess is an abstract, deeply nuanced, emotional work of art.

A Beautiful Theory
By Tim Harford
Game theory was going to change the world. But it's failed to live up to the hype.

Baby Frankenstein
By Elisabeth Eaves
Parents are spending millions on baby-oriented games and videos, but they might do more harm than good.

Video: Puzzlemaster
The crossword editor of the New York Times on Sudoku, stardom, and completing the Sunday puzzle.

Classic Game:
Deep Blue Vs. Kasparov, The Rematch, Game 2
A reigning world champion loses to a machine.

Game Players

Chasing The Dragon
By John Giuffo
World of Warcraft is my favorite pastime, my most reliable friend. It's my own, my only ... my precious.

Popularity Contest
By Rachel Rosmarin
Social networking sites are evolving into games.

In Pictures: The Game Players
By Tom Van Riper
Eight great sports moments where the player mattered more than the game.

Video: Getting Paid For It
Pro gamer Fatal1ty makes more money than you do.

Video: Girl Gamers
Thought video games were just for guys? These women prove otherwise.

Classic Games: Don Larsen's Perfect Game
Don Larsen pitches the only perfect game in World Series history.

Video Games

Why Gears Of War Costs $60
By Rachel Rosmarin
Videogames are more expensive than ever. But publishers aren't getting rich--yet.

Cheating Is Good For You
By Mia Consalvo
Everyone cheats when they play video games. And that's a good thing.

The Superstars Of Video Gaming
By David M. Ewalt
These best-selling franchises rule the market like King Koopa rules the Mushroom Kingdom.

How To Play Videogames For A Living
By Joshua Lipton
Want to get paid for all those frags? Here's how to do it.

Video: Retro Gaming
Catching up with Pac-Man.

Classic Game: Super Mario Bros.
The legendary Nintendo game won in just five minutes.

Money Games

This Game Is Brought To You By ...
By Paul Maidment
Television turns fans into customers, matches into intellectual property.

Mastering The Luck
By James McManus
The role of chance in poker and baseball.

Red Vs. Blue: The Cash Is Always Greener
By Rooster Teeth Productions
The creators of the cult comedy series set their sights on the gaming business.

Only A Game?
By Parmy Olson
The War on Terror board game may be "sick," but it's helping its creators make a show of protest, and some cash too.

Video: The Solitaire Millionaire
Meet the girl who won a cool million playing casual video games.

Classic Game: U.K. Wireless Spectrum Auction
Game theory meets telecom.

Wild Card

Games Animals Play
By Carl Zimmer
The evolutionary roots of our own playfulness run deep.

Ten Games To See Before You Die
By Kurt Badenhausen
The Summer Olympics in Beijing. The World Cup Finals. Our top-picks for must-see sporting events.

How To Win At (Nearly) Everything
By Tom Van Riper
Expert tips on beating ten popular games.

Video: Rock, Paper, Scissors
The U.S. champ takes on all comers outside the New York Stock Exchange.

Classic Games: Casey At The Bat
Somewhere men are laughing, but there is no joy in Mudville.


[ Forbes ]


Les 7 challenges de l’industrie du jeu vidéo

Ca doit être l’époque des listes, puisque je n’arrête pas de passer d’une liste a une autre en ce moment. Aujourd’hui, c’est Next Generation qui s’y colle, avec les 7 challenges de l’année 2007.


Development: What can game creators do to maximise the potential of new consoles, and to innovate in game design?


New IP: This year we’ll see dozens of games introduced to market without a licence or brand heritage. How many will succeed and how can the industry improve its hit rate?


Digital Distribution: How far will this revolution impact the game-publishing and development model, and what are the repercussions for the balance of power between retail, platform holders, publishers and developers?


New Consumers: Games are becoming a demographic universal, but how can traditional videogame publishers take advantage of this growth?


Marketing: It’s all about online right? Getting busy with the kids and connecting via You-Tube! Wrong.


Community: The days when publishers could love consumers and ditch ‘em as soon as a sale was made are over. Consumers desire sustained love and attention.  Companies that understand this will find rewards.


Live Events: E3 is gone. Hurrah! Now what?


[ Next Generation ]


Très “business oriented” tout ça, non ?



Une date pour Heavenly Sword

Heavenly Sword sortira le 6 mars 2007 aux Etats-Unis :-)




40 façons d’être un meilleur game designer

Raph Koster est l’un des designers les plus respecté chez Sony Online Entertainment. Il a travaillé sur des licences aussi importantes que Star Wars ou Ultima. Et c’est également l’auteur du livre « A Theory Of Fun », l’un des livres les plus accessible et les plus clair sur le sujet. Donc autant dire que c’est quelqu’un dans le milieu.





Il a récemment publié sur son blog une liste de 40 astuces afin d’améliorer le travail des game designer. Parmi celles qui me semblent les plus pertinentes, il y a :


  • Summarize

You should be able to pull out key verbs and phrases from your game design concept, and boil down the idea. If you can’t do this, somewhere you’ve gone awry.


  • Playtest early and often

If your first control mechanic is briefly entertaining even before you have a game, great. If not, worry. If it’s entertaining to lay out the pieces on the board even before the rules are settled, cool. If not, worry.


  • KISS

If you have a lot of systems, make each one simple with simple data. If you have one simple system, spend on the data.


  • Algorithms, not static data

The best games have an algorithmic style of variation, where gameplay emerges out of the possible permutations; this is as opposed to games which rely on a supply of static puzzles you supply. Shoot for the former — you may not make it (which is fine) but you’ll probably be forced to be cleverer.



  • Back to the beginning

Every milestone you hit, go back and compare against your original vision, your original theme, and your original goals. It’s OK to say you want to change them because you really do want to change them; it’s not OK to say you want to change them because you drifted off without realizing it.


  • Limitations are good

A lot of creativity comes from working within limits. If you’re stumped, try giving yourself some more limits and see what pops out.


  • Reward


When a player does something right, give them a reward cue. A splash of light, a cheerful sound, a bit of feedback that sticks out.


[ Raph Koster ]


Allez lire les autres, c’est vraiment pas du temps perdu !


WIIMote + PC = Fun


Towards a Theory of Game Narrative

On continue avec la narration dans les jeux. Ces derniers temps, c’est vraiment devenu un sujet d’études approfondies…


How can we tell more compelling and moving stories in games? This is a question that I guess many of us in the industry are thinking a lot about.


There are a number of books out there that tell us all about story arcs, characterization and so forth. Most of these ideas come from the theater and movie writing and there has been attempts to transfer this knowledge into the domain of games.


And whereas the skills of characterization, dialog and story structure are as crucial in games as in movies or theater, there are problems and differences that need to be addressed.


There are technical problems that arise with the addition to player interaction, multiple choices and so forth and there are content problems that arise with branching story lines.


Some of those issues, I have written about in the past, trying to point to means of keeping consistency, controlling damage and hiding the seams in a game. This article tries a more basic take on the fundamentals of game narrative.


[ Sicher



Storytelling in games

Petit retour sur l’histoire de la narration dans les jeux vidéo ! enjoy ;-)


The following is a completely subjective and entirely personal account of what games were the most significant for me primarily based on their storytelling aspect. This is a personal history in a way, as I have put this list of games together in the order in which I encountered them.


Since I often times had very limited access to games, some of these may seem strange to you, and some of them I’m sure will. So without further ado, I hope you’ll enjoy this peculiar account and selection.


[ Mentis ]





Is fun reason enough to play ?

Est-ce que faire un jeu amusant (fun) suffit pour entretenir l’intérêt du joueur ? On pourrait le penser, mais c’est a priori un peu plus complique que ça.


D’après une étude de l’université de Rochester, l’attrait se trouve principalement dans un sens de l’aboutissement et dans la création d’une relation émotionnelle avec l’environnement du jeu (avatar humain ou virtuel).


Ce que le joueur recherche, c’est sa propre mise en valeur dans une situation qu’il maîtrise et qui lui offre de multiples opportunités et challenges.


From the article: "'It's our contention that the psychological 'pull' of games is largely due to their capacity to engender feelings of autonomy, competence, and relatedness,' says Ryan. The researchers believe that some video games not only motivate further play but 'also can be experienced as enhancing psychological wellness, at least short-term,' he says." So instead of having to look in the mirror every day telling myself that people like me, I'll just play more Halo. Ahh...


[ Joystiq ]


Pas de crédit d’impôts…

Les studios de jeux vidéo Français essayent de longue date d’obtenir des crédits d’impôts pour améliorer leurs compétitivités internationales. Pour simplifier et si je ne m’abuse, cette requête est construite sur un argumentaire a 3 bases:


  • Le jeu vidéo est source d’emploi (et de substantiels bénéfices de la balance économique extérieur).
  • Le jeu vidéo est un bien culturel comme les autres au même titre que le cinéma ou la littérature (et donc mérite des subventions et aides similaires).
  • Et enfin les autres le font aussi (qui a dit Canada ?).

Mais a priori, ça n’est pas pour demain…


Plusieurs parlementaires, sensibles à nos difficultés, devaient faire passer un amendement en ce sens à l'Assemblée nationale dans la loi de finance. Etrangement, on leur a conseillé en haut lieu, de ne pas le faire.


Le débat sur la violence dans les jeux vidéo, surgi après la fausse affaire Rule of Rose, sans en être la cause, a pu jouer en notre défaveur, surtout en cette période préélectorale. Bref, le dossier défendu par le Ministre de la Culture a été bloqué à Matignon.


Il nous restait donc un ultime recours lors de l'examen de la loi au Sénat. Vous pouvez lire à ce sujet l'article de Bruno Icher publié dans Libération il y a quelques jours. Malgré le soutien de plusieurs sénateurs (voir ci-dessous) Monsieur Copé, Ministre délégué au Budget, a jugé inopportun de faire passer cet amendement, contrairement à toutes les promesses qui nous avaient été faites depuis plusieurs années.


Villepin n'a donc pas tenu sa parole.


[ Eric Viennot



Le vrai coût des jeux vidéos

Video games are a hot Christmas item this year, and having three new game consoles released for the first time has left many shoppers with achingly empty wallets. But it's not just the cost of the systems that has risen recently—the games themselves are increasingly expensive as well. Forbes has released a revealing report explaining where all the money goes for a $60 title such as the popular Gears of War for the Xbox 360.
[ via Ars Technica et Forbes


Joyeux Noel avec les lapins cretins !