Part of the reason we don’t play much Risk and Monopoly as adults is that those are actually poorly designed games, at least in the German sense. Derk Solko, a garrulous former Wall Streeter who cofounded the Web site BoardGameGeek.com in 2000 after discovering Settlers, explains it this way: “Monopoly has you grinding your opponents into dust. It’s a very negative experience. It’s all about cackling when your opponent lands on your space and you get to take all their money.” . . . Monopoly also fails with many adults because it requires almost no strategy.
German-style games, on the other hand, avoid direct conflict. Violence in particular is taboo in Germany’s gaming culture, a holdover from decades of post-World War II soul-searching. In fact, when Parker Brothers tried to introduce Risk there in 1982, the government threatened to ban it on the grounds that it might encourage imperialist and militaristic impulses in the nation’s youth. (The German rules for Risk were hastily rewritten so players could “liberate” their opponents’ territories, and censors let it slide.)
Instead of direct conflict, German-style games tend to let players win without having to undercut or destroy their friends. . . . Designed with busy parents in mind, German games also tend to be fast, requiring anywhere from 15 minutes to a little more than an hour to complete. They are balanced, preventing one person from running away with the game while the others painfully play out their eventual defeat.
What that means is that, if we care about the sport as a story, we have to hope that the people in charge of running it do their jobs just badly enough to ensure that the Hand of God is possible. The wider the circle within which you’re willing to see the game as aesthetic, in other words, the more you wind up relying on chance and accident. If soccer is only a game—that is, aesthetic only in the most limited and technical sense—then it can achieve perfection as a deliberate design or as a successfully realized intention. If it’s a story—that is, aesthetic in a more primary sense—it can’t. If you want a masterpiece, the artist has to screw up. The lamest defense of bad refereeing in the world is “human error is part of the game.” It isn’t; but it is certainly, and problematically, part of the story.
People of Lvov city in Ukraine decided to add another attraction for the visitors of their city. According to the artistic project it was decided to place a giant 100 feet (30 meters) tall at the wall of the one of the multi-stored residential houses.
There is one interesting detail about the design of the puzzle. It looks like an empty puzzle during the day-light, but at night when special lights are on the words in the puzzle become visible with a lightly-glowing fluorescent color.
The questions for this crossword puzzle are located in different point of interests of the city, like monuments, theaters, fountains etc. So people while walking around the city can try to answer the questions and writing down the answers. When the night comes to the city they can meet at this house and check their degree of intelligence.
Music | “The success of Guitar Hero means that the onus is now on the manufacturers of ‘real’ guitars to make them easier,” a blogger says. “Why are they still making guitars with ‘real’ strings that are difficult and boring to learn how to play and really make your fingers hurt? What is the point?” Are musicians to be protected like some sort of medieval guild? [Guardian]
Culture | Why computer games are a throwback to art of the past: they revive “the idea that difficulty is artistically desirable,” a critic says. “It’s a bit of an irony that difficulty thrives in the newest medium of all—and it’s not by accident, either. One of the most common complaints regular gamers make in reviewing new offerings is that they are too easy. (It would be nice if a little bit of that leaked over into the book world.)” [London Review of Books]
One day Miyamoto was tending his garden. He was in awe at the process of planting, growing and harvesting and the general admiration of the beauty that can arise out of the garden. This is when the crazy idea of making some sort of garden-influenced game came to mind. As cheesy and boring as it may sound, he did not end up with a design reminiscent of literally watching grass grow on your TV screen. The end result was Pikmin, a title where the player plants and harvests little flower creatures. You play as Captain Olimar whose job is to keep all the Pikmin alive, safe from the large bugs and animals that inhabit the planet. Quite a far cry from the shoot-to-kill mentality, eh?
A few years after bringing an evolved sense of gardening to gaming, Miyamoto oversaw the advent of Wii Fit, a new interactive way to bring health into the fold of non-traditional gaming. So instead of playing a version of creation on screen, the player would literally be working out, which in and of itself isn’t new or innovative, but bringing it into the fold of interactive games is more than admirable. Even the joy of playing music is made simpler, a-la Guitar Hero or Rock Band, in Wii Music - a simpler way to enjoy the beauty of making music than even the aforementioned blockbusters.