All Blogposts from January 2012

  • Dying and living to tell the tale

    31 January 2012 | by Tom Armitage | 5 comments

    This is a talk that I gave as part of the Southbank Centre‘s festival Death: A Festival for the Living. It’s a short, personal history of dying in videogames: a medium where death is common, and lives are plural but rationed. Why is it that “dying” such a common metaphor in games – even supposedly non-violent ones? Does it have any meaningful significance compared to the process of death in the real world? This essay is a short exploration of that, based on a life in which I’ve died thousands of times.

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  • Unreliable interfaces, performance and play

    22 January 2012 | by Alex Fleetwood | 2 comments

    I have a large Arts Council literature application to write, so inevitably I’m thinking about trumpets. Specifically, the kinds of trumpet that J.S.Bach had in his orchestra in the mid-eighteenth century, round about the time he was assembling his masterpiece, the B Minor Mass. And this has a lot to do with game design. Bear [...]

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  • The New Year Games: what was all that about, then?

    19 January 2012 | by Holly Gramazio | 5 comments

    Photo by Chris Scott

    On 1 January 2011, Hide&Seek and Unique Events ran the New Year Games. Somewhere between 10,000 and 12,000 people played. You probably weren’t one of them.

    Usually, our live events have a core of people who know us: people who’ve been to a Sandpit or a Weekender before, people who like games, people who know a little about what to expect. Of course they’re often outnumbered by newcomers and passers-by and people who saw the brochure lying around and didn’t have anything else to do, but the familiar core is still there. On 1 January, though, our audience was people who were wandering around Edinburgh: residents out for a walk; visitors who’d come up for Hogmanay and couldn’t leave because the trains weren’t running yet; people with hangovers; wandering families. People who are almost guaranteed not to be reading this blog post. We weren’t really sure how many of them to expect. It turned out there were quite a lot.

    It was a silly big game and hundreds of people were involved in making it work, on the day and in the months before: stewards and producers and drummers and actors and guys who put up Helter Skelters and Heads of Games and a samba band and the Lord Provost of Edinburgh and a poet and people on New Year’s Eve ┬ástapling sheets of cardboard at 9pm or printing out stickers at 4:30am. I’ve been trying to write it up and it’s just too big, there’s too much of it. But I can at least write down some of the things I want to remember for next time.

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  • Games at the Southbank Centre’s Festival of Death

    10 January 2012 | by Holly Gramazio | 0 comments

    On the 28th and 29th of January, we’re going to be running some games as part of Death: Southbank Centre’s Festival for the Living.

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  • Tate Trumps Anywhere

    04 January 2012 | by Tom Armitage | 0 comments

    Tt blogpost

    We’re excited to announce latest version of Tate Trumps – our iOS game that pits works in the Tate Modern’s permanent collection against one another. The big new feature in this release is Anywhere Mode, which lets you play Tate Trumps wherever you are.

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