Lately, I've been doing lots of reading and have been trying to work my head around some ontological questions as they apply to videogames and virtual worlds.
I've been doing lots of research lately for a new book and came across a passage from the designers of Facade, a fascinating "game" that for many shows the way to the future of gaming.
It seems that outside the hardcore gaming community, many people still think of games as simple pastimes; casual activities with little redeeming value. Relatively few I've talked to consider it a legitimate hobby or craft.
Rather off topic here, but do you know how sometimes you're talking to someone - let's say about a television show - and the conversation organically turns to discussions of life, the universe and everything, seemingly out of nowhere? Well, obviously with all the blabbing we all do on the Internet, sometimes talking just to ourselves, sometimes catching the ears of others, it can be a bit jarring to confront real issues in this generally anonymous place we colloquially call the Internet. Now, I've made my opinion on Internet anonymity clear before (i.e., I hate it, that's why I have been and always will be me, "Bill Loguidice") - and that's not what this is really about anyway - but after commenting on a blog post, Teen Self-Esteem Builder, at one of my favorite sites to visit, Awful Library Books, which points out library books in active circulation that need to be weeded (removed) from the shelves, the conversation turned very organic and very, very real. You see, as I'm often wont to do - whether it's warranted or not - I often inject my personal mantras/life lessons/lessons learned into my discussions on the Web.
Matt Barton and I were having a discussion about mass market, or more mainstream popularity, and specifically how that applies to journalistic coverage (articles, videos, books, etc.) of videogames and how popular said coverage becomes. My theory is relatively straightforward and - on the surface - fairly obvious: The more you skew your coverage towards the best selling platforms and games - and naturally the latest and greatest games - the more interest you'll generate. This can be further expanded by saying that the more specific you get - to a point - the better. For instance, if you cover all things Nintendo you get that enviable combination of nostalgia and present popularity, but if you further targeted your coverage to just Nintendo puzzle games, you will lose a not insignificant percentage of that same audience.
Also, there are far fewer people like me who consider themselves videogame and computer agnostic and have a genuine passion for anything and everything related to the subject. In other words, it might be a tough sell getting a large number of people interested in videos covering videogames and computers from all eras and in any context (gaming, productivity, etc.) as it would be if you just focused on say Apple iPhone apps. In short, though I believe what I believe and like what I like, the reality it is not representative of how most people think of or like things.
Let's look at the total system sales over the lifetimes of a few major platforms:
* Atari 2600 Video Computer System (1977 – 1992), ~30 million
* Commodore 64 (C-64) (1982 – 1994), the best selling computer of all time, up to 30 million units (though some argue as few as 17 million units)
* Nintendo Entertainment System (NES)/Famicom (1983 – 1995), ~61 million
* Sony PlayStation 2 (PS2) (2001 – Present), ~140 million (and counting)
I had originally posted this list on another thread, but decided it was worth its own post. Please let me know what you think! My guess is that following these tips would really be helpful for anyone considering uploading videos to YouTube or trying to join the community. Although I'm fairly new to YouTube myself, I was able to compile these tips by reading articles, talking to fellow tubers, and of course watching the results of such drama in many videos on the site.
I was asked a question this morning on the professional networking site, LinkedIn, which moved me to a somewhat long-winded response that I thought I would share, unedited. Maybe it answers this gentleman's question, maybe it doesn't, but it certainly had me reflect on the good fortune that I've had since January 2004, when Armchair Arcade officially launched. While I was doing occasional freelance writing prior to that, it was really the co-founding of this very site that kicked off the most interesting projects I've worked on, including the books and feature film, with the promise of so much more to come. The question was, "Beside writing, how does one really get started as a author and or freelance writer?". My response follows:
I've been keeping an eye on news developments about Google's attempt at a true-blue operating system, and came across an op-ed today called Five Reasons Google Chrome OS Will Fail on, of all things, Google News.
I finally got to see the new Star Trek movie last night and thought I'd post a few thoughts on it while it's all fresh in my head. I'm going to assume you're familiar with the Star Trek mythos here.
Hi, guys. I've been talking to a reporter from the St. Cloud Times about Woot, and he decided that we should do a photo shoot at a local restaurant named Space Aliens. This is a very cool establishment; pretty much a must-see for true geeks, sci-fi fans, and, above all, gamers. Although it seems to be focused mostly on kids, there is stuff here for adults, including a bar made up to look like the Cantina Bar from Star Wars--and there are those touch-screen arcade games to keep you entertained while you wait for ribs. Overall, it's a nice place, and I wanted to post about it so you can see what you're missing! (As of yet, there are only 8 locations.) Needless to say, I prefer this place to Chuck E. Cheese, though Gameworks is a very solid competitor (they have one of those in Minneapolis, but it's at least an hour and half drive there).