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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
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My Week at Kotaku November 19, 2007 - by Ian Bogost A week ago I took a short leave to go guest edit at Kotaku. I claimed that I'd update this site with links to my posts, but it proved impossible. All in all, I wrote 45 articles at Kotaku, some on topics of direct interest to WCG readers, others of more general interest. I haven't even tried to read all the comments on those threads though. I had a great time doing it and I'm really grateful that Brian Crecente extended the invitation. Full linked list of my Kotaku posts after the jump. Ian Bogost Signing On Comment from Patrick Dugan on November 20, 2007
On the subject of Kongregate, I think you overlook the various business models OTHER than advertising that really require the sticky-factor of community, skill-gaming and item sales in particular. The games they've greenlit so far sound really cool too, a higher premium of production value certainly, and hopefully design innovations that match the high concepts. Basically, if you've got a meta-game loop that nests the faster minumum play cycle, then community features not only make sense but are part of the meta-game. As far as procedural rhetoric goes, there are some tremendously interesting possibilities. An example of this, check out ShoshiLand, a game I just discovered today. I'm trying to pull off the same thing with Loot, a community of thieves who came for the plata but stay for the solidarity. I'm a bit biased since I submitted Loot to them a week ago. Comment from Patrick Dugan on November 20, 2007
On the subject of Kongregate, I think you overlook the various business models OTHER than advertising that really require the sticky-factor of community, skill-gaming and item sales in particular. The games they've greenlit so far sound really cool too, a higher premium of production value certainly, and hopefully design innovations that match the high concepts. Basically, if you've got a meta-game loop that nests the faster minumum play cycle, then community features not only make sense but are part of the meta-game. As far as procedural rhetoric goes, there are some tremendously interesting possibilities. An example of this, check out ShoshiLand, a game I just discovered today. I'm trying to pull off the same thing with Loot, a community of thieves who came for the plata but stay for the solidarity. I'm a bit biased since I submitted Loot to them a week ago. POST A COMMENT
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