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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
$8.25m for Health Games Research
Jack LaLanne Physical Conditioning
Ad-Supported Casual Games
Media Illiteracy and the SonicJihad Debacle
OLPC SimCity to allow simulation mods
Videogames Guide for Parents offers reviews, not advice
Military Videogames, circa 1981
Airport, Credit, Treacle
The First Film License
Heel, Rogue Ron Paul Supporters
New Anthology on Player Experiences
Weird ARG Mail Not Welcome
Arcade Interactive Fiction
Early Advergames, part I
Yelling in NYC
Tale of Tales
In-Game Adverturtles
Will Wright on Designing Simulation Interfaces
Early Advergames, part II
To Kongregate or not to Kongregate
The History of Matching Tile Games
Against Homebrew
Microsoft Announces Simulation Platform
Train Cramming
Koinup, the Social Network for Game Crap
How Complex Controllers Ruined Everything
Early Advergames, part III
iD Consummates Mobile Marriage
Metagame, a Gameshow of Videogame Opinions
Scratch Asteroid to Win
SimCity Societies More Green Than Gore?
Retro Terrorism, part I
Serious Games at MIT
To Have Your Code and Eat It
News University Games
Early Advergames, part IV
Singing the Blu-Rays
Journey Escape and Music Games
Kaiser Permanente's Health Game Flatlines
Knight Rider Lives Too?
Atari Porn Games
Retro Terrorism, part II
The Trauma of Cosplay
Farewell Kotaku



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.


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