All Blogposts from October 2010

  • In Which Margaret Gets Up To Really Quite A Lot

    22 October 2010 | by Holly Gramazio | 0 comments

    Margaret’s been doing an awful lot recently, even apart from the seventy-three games that we force her to invent every day:

    • Her latest Gamasutra column is up: Five Minutes Of Minecraft. Sample line: My left-mouse-button-finger is getting itchy, and I realize just in time that my two greatest enemies have just arrived: boredom and curiosity.
    • Read on...

  • The House of Shadows

    18 October 2010 | by Holly Gramazio | 0 comments

    The monthly V&A Lates are always brilliant fun – and coming up on 29 October, there’s a night on the theme of Catching Shadows, in honour of the Shadow Catchers: Camera-less Photography exhibition.

    Sophie Sampson, friend of Hide&Seek and co-creator of Time*Trails at the 2010 Weekender, is running a treasure hunt game at the event, sending players on a hunt around the galleries – a bit like Where’s Wally, if Wally were an intricately crafted iron sculpture from the eighteenth century.

    Read on...

  • Blocks Tournament

    12 October 2010 | by Holly Gramazio | 0 comments

    Last Friday, the PlayStation GameRunners project reached its
    culmination – a massive Blocks tournament outside the Truman Brewery. Blocks is the social game that Hide&Seek have been working to develop with eight young people from around London; it’s a really quick two-player game of tactics and dexterity, and it’s great fun.

    Read on...

  • New Blast Theory project: Ivy4Evr

    09 October 2010 | by Holly Gramazio | 0 comments

    Here’s an interesting thing: Blast Theory’s ivy4evr, an SMS drama for teenagers, commissioned by Channel 4 Education.

    Read on...

  • So, this gamification lark, then…

    06 October 2010 | by | 1 comment

    There’s been an awful lot of talk about gamifaction lately – the process of adding points and badges and game-like systems to different parts of everyday life. Some of the talk is about how it’s extremely exciting and incredibly powerful and is going to be, perhaps already is, the best thing ever. Some of the talk is about how it’s endearingly misguided or arrant nonsense or is going to, perhaps already has, ruin everything.

    And Hide&Seek is a game design studio, right? We make games. We like games a lot. So we thought maybe we should have some sort of position on gamification – or at least, that we should think about it explicitly, instead of just occasionally saying the word “gamification” in a dubious tone and sighing.

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  • Can’t play, won’t play

    06 October 2010 | by Margaret Robertson | 24 comments

    I like neologisms. We need new words because we have new ideas, and ideas are the only things that break the law of the conservation of energy. Where once there was nothing there now is something, and the history of the neologism is a history of those moments of pure creation.

    ‘Gamification’, that said, can go take a long walk off a short pier. I’m heartened beyond measure to see that it’s been deleted from Wikipedia.

    Read on...

  • Fatherhood and the limits of game design

    06 October 2010 | by Alex Fleetwood | 2 comments

    The seductive promise of gamification is that ‘Games can make [insert your thing here] BETTER! EASIER! MORE REWARDING!’ – and even if we were to posit some kind of perfect gamification process where that were genuinely true, and access a great big swamp of money to build with, I’m still certain that there are a great many things that could never, ever go within those square brackets.

    Take fatherhood. I intermittently enjoyed Heavy Rain, but one moment where the game failed utterly was in a sequence where I had to soothe a fractious baby. I know it failed because just before playing it, I had been soothing an actual fractious baby.

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  • The Degamification of Everything, Including Games, Please

    06 October 2010 | by Holly Gramazio | 2 comments

    I don’t like achievements, or levelling up, or leaderboards. They make me uncomfortable. I’m as susceptible to them as anyone else, of course. I have a normal human brain, and I’m not magically immune to one-more-turn I-can-totally-do-better-this-time WOOO-I-found-an-orange-feather. But I don’t like it.

    I also don’t want to be put in notional charge of a real place just because I go there a lot, or to unlock a special array of pasta recipes, or to get points for doing my taxes. I don’t even want to get a free coffee for every ten coffees I buy.

    Read on...