So i watched this today (featured on our favorite social loudspeaker).
Its a cool interpretation of a classic fairytail - however what is more interesting for us is the present/future is presented. In this skit you can get indepth information about everything you see, as long as it matchs the specifics given. In other words you have a wealth of information, quanty wise, but very little quality information. Sounds familiar, well in a way that is the society we already live in.
Take a look, and comment your thoughts back at me.
Nico
PS: i had nothing to do with this video, so its not shameless self promotion - its promoting some random dude or dudette.
enjoy. http://www.youtube.com/watch?v=Y54ABqSOScQ
Wednesday, March 25, 2009
Monday, March 16, 2009
bloggerly usless
So Mandy posted a pretty cool link... and i cant post on her link for some reason.
So here is a link to her post...http://mandydac300.blogspot.com/2009/03/i-found-this-quite-interestingread-on.html#comment-form
and this is my comment.
weird....my comment didnt appear - or i am to impatiant.
Basically it makes sense that casusal gaming (internet gaming) will increasing in popularity during economically difficult times. The more uncertainty about their future prospects, the more people require distractions to zone out too.
Nothing to distract yourself from a bad situation like being a king in a virtual world...
now hopefully i didnt double post here....
Nico
So here is a link to her post...http://mandydac300.blogspot.com/2009/03/i-found-this-quite-interestingread-on.html#comment-form
and this is my comment.
weird....my comment didnt appear - or i am to impatiant.
Basically it makes sense that casusal gaming (internet gaming) will increasing in popularity during economically difficult times. The more uncertainty about their future prospects, the more people require distractions to zone out too.
Nothing to distract yourself from a bad situation like being a king in a virtual world...
now hopefully i didnt double post here....
Nico
Thursday, March 12, 2009
From the deapth of MMF2
Its been a long time since i spent some time on blogger...somehow all my creative thoughts (or maybe all my thoughts) were being put into MMF2 to work on my teams game.
It seems to be going strong, but i will quickly discuss some of the challenges and small victories we have experianced so far.
The biggist challenge by far has been setting up a timeline to work on the game that makes this class a priority and still lets us do work for our other classes. We found that working together on the game was a massive time commitment, and that the only times we could fit a multi hour block into everyones calander was late - after 8pm usually.
This challenged me since i usually do my work in mornings, and had to balance the DAC300 group work with my 4 other group assignments. O the joys of spcom.
But the small victories we have achieved working on this game make the many challenges seem rather marginal.
For me the biggist joy has come from seeing our game take shape - actually having a product for the hours and hours of work.
Let me explain further: all to often at university you write your papers, your lab reports, and your critical analysis just to hand them in and collect a grade. As long as the grade is within your acceptable range you will hardly look at that paper agian - ever.
But working on a game, something enherintly visual, has allowed us to develop something which I can access and view as a finished product. And it is this simple joy, the joy of having somethign created which i can easily access and show off to my friends is what i view as the greatest victory in this class and design program.
Another fact about the design process which i enjoyed was the ability to put my creativity into something which would get graded. Unlike an essay where the best mark is awarded for following instructions, the game process rewards creativity and innovative approaches.
Nico
It seems to be going strong, but i will quickly discuss some of the challenges and small victories we have experianced so far.
The biggist challenge by far has been setting up a timeline to work on the game that makes this class a priority and still lets us do work for our other classes. We found that working together on the game was a massive time commitment, and that the only times we could fit a multi hour block into everyones calander was late - after 8pm usually.
This challenged me since i usually do my work in mornings, and had to balance the DAC300 group work with my 4 other group assignments. O the joys of spcom.
But the small victories we have achieved working on this game make the many challenges seem rather marginal.
For me the biggist joy has come from seeing our game take shape - actually having a product for the hours and hours of work.
Let me explain further: all to often at university you write your papers, your lab reports, and your critical analysis just to hand them in and collect a grade. As long as the grade is within your acceptable range you will hardly look at that paper agian - ever.
But working on a game, something enherintly visual, has allowed us to develop something which I can access and view as a finished product. And it is this simple joy, the joy of having somethign created which i can easily access and show off to my friends is what i view as the greatest victory in this class and design program.
Another fact about the design process which i enjoyed was the ability to put my creativity into something which would get graded. Unlike an essay where the best mark is awarded for following instructions, the game process rewards creativity and innovative approaches.
Nico
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