#iguanodons are still my favorite dinosaur
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thrassisfras · 11 months ago
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I remember being obsessed with both Aladar and Kron from the Dinosaur movie and a) nothing at all has changed in the dynamics I like between protagonists and antagonists but b) Dinosaur was how I dealt with my dad being on deployment all the time???
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mannytoodope · 1 year ago
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JimmyJr.: Tina, we have to defuse this b*mb before it explodes.Because that's what b*mb do. - (slow beeping)
The bomb is too sensitive for wire cutters.
We'll have to use our lips to defuse it.
Both of us, at the same time.
Well, we trained for this.
Yeah, we did. A lot.
- Mmm... Ah, ah. - Ah. Ah.
LOUISE: Tina!
- What? - It's my turn to use the desk.
So if you could just wrap it up and wipe all your drool off,
that would be great.
But you already had your turn. It's my turn.
Look, I'm sorry we have to share a desk,
and I'm sorry I have a small room that is actually a closet,
but I need an extra session
because this assignment is a big deal.
It's Dinosaur Week, Tina. Dinosaur Week!
I have to write an essay about my favorite dinosaur,
I have to make a poster, I have to write a letter
to my favorite dinosaur. I am swamped.
I remember Dinosaur Week. I did iguanodon.
My letter to the dinosaur made Mom cry.
Yes, so, as you know, if you don't participate
to the fullest extent, you do not get donuts
at the end of the week, which they call Dinosaur Donuts,
'cause they're so big, I bet.
No, they're just regular donuts.
Okay, well, they're still donuts.
So, move. Spinosaurus is a'calling.
- (grunting) - I know your room is too small
for a desk, Louise, but there are
lots of other flat surfaces
in the house that you could use.
- Then go use one. - Ugh. Fine.
Spinosaurus? More like whine-o-saurus.
Louise: What? Tina:Nothing.
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zesaladz · 1 year ago
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I DONT REMEMBER IF I ASKED THIS ALREADY BUT FAVOURITE DINOSAUR?
I WAS NEVER SUPER INTO DINOSAURS BUT I DEFINITELY HAVE TO SAY IGUANODON 🦕
the movie Dinosaur w aladar was my favorite it meant (and still means) so much to me omg
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monikamarkovova · 4 years ago
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what is ur favorite dinosaur
great question my dear anon! tho it has been a long time since i thought about them  id say my favorites are still raptor and iguanodon
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qqweebird · 6 years ago
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i wish i could find good/recent isle gameplay videos of more interesting dinosaurs bc it seems like a lot of them are just like... utahs/allos/rexes?? pls give me that good acro content..... carnos.... where are my oros at..... baryonyx?? parasaur??? hello
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fnaf-is-awesome201 · 4 years ago
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I want you to talk about dinosaurs
Really? You do?! Hell yeah! Okay, I'm gonna ramble for a bit about dinosaurs so hope you don't mind if you do mind then I'm sorry. This is gonna be a long post, just warning you now.
Okay, so dinosaurs are cool as fuck and I love them so damn much. They’re just so... awe-inspiring. And they’re some of the coolest animals to ever walk the earth. Some were gigantic, with necks that stretched up towards the sky. Others were tiny, maybe even smaller than a chicken. Some had sharp teeth and claws (usually the most memorable ones like T. Rex and such) and some had armor-plated bodies (like the ankylosaurs). I love them all to death and I love how unique and diverse they were! All these fantastic beasts that one day just disappeared forever. I want to see one. I know, that’s crazy, and Jurassic Park shows how that could be a very bad idea, but I want to see one. Not just in the pages of a dinosaur book. I want something I can touch and feel and just see how truly magnificent they were. Dinosaurs like Dilophosaurus, Velociraptor, Parasaurolophus, Edmontosaurus, Albertosaurus and so many more! I want to see them all. How they lived, what they looked like, how they acted...
Tyrannosaurs are some of the biggest carnivorous dinosaurs, with T. Rex being the most famous. No one talks about the other Tyrannosaurs! Albertosaurus, Gorgosaurus, and probably several others yet to be discovered! These were the “tyrant lizards”! They’re big and scary and utterly fascinating! And T. Rex was the king. Tyrannosaurus Rex, or “tyrant lizard king”, was huge! 40 feet long on average and with a powerful bite, I’m willing to bet they were quite a sight to behold! It’s probably the most famous of the dinosaurs, and I can see why! It commands your attention and your curiosity more than most, and it makes for a great movie monster! Those huge teeth and crushing jaws mixed with it’s powerful legs and instinct to hunt make it an exciting creature!
Even so, it was not the biggest carnivorous dinosaur to roam during the Mesozoic! Even Carcharodontosaurus, the “shark-toothed lizard”, was bigger than a T. Rex! Or Giganotosaurus! I suppose T. Rex gained more of a spotlight because it’s easier to say the name, but there are so many other large predatory dinosaurs that deserve attention and public view!
The smaller carnivores are super cool, too! Allosaurus, the “different lizard” (and my personal favorite medium-sized carnivorous dinosaur) had a narrow head and large claws on it’s three-fingered hands. I’ve seen fossils up-close of these guys, and I have to tell you, it’s amazing. It may not be as big as your favorites, but it is an amazing dinosaur! They have horn-like protrusions over their eyes, and a mouth full of razor-sharp teeth. They are absolutely beautiful and fascinating creatures!
And as for Velociraptor, you might know them from Jurassic Park. However, the real velociraptor is not nearly as big as those ones, which stand at about 6 ft. tall. The real velociraptor was about the size of a turkey! At about 2 ft. tall and 6 ft. long, Velociraptor (”speedy/quick thief”) was a tiny terror. They most likely hunted in packs to bring down animals much larger than they are. The sickle-shaped claw on both feet was used to puncture, not to tear. They were quick and effective hunters. They were also intelligent, based on the fact that they had a large brain compared to their body size. I love Velociraptors. I really do. I want to understand how they work, what they looked like, and how they lived.
Then there’s the herbivores! Undoubtedly some of the biggest animals to ever roam the Earth! The largest dinosaur currently on record was the Argentinosaurus (”lizard of Argentina” or “Argentina izard”, etc.), a monstrous titanosaur that was about 120 ft. from head to tail and likely weighed nearly 100 tons (200,000 lbs. or so)! They were huge! bigger than even the biggest land-dwelling animals today! Taller than giraffes, even! And you most likly don’t know the sheer scale of dinosaurs like triceratops or Stegosaurus! I’ve seen a Triceratops skull up-close, and I must tell you it was much bigger tahn I thought it would be! Triceratops was about 30 ft. long, with a neck frill span of about 6 ft. and horns that could reach over 3 ft. long! It was much bigger than your car, to give you some scale! And Stegosaurus is quite a sight even as a fossil! With a length of 21-30 ft. and a height of about 14 ft., this massive dinosaur had a very tiny brain. It’s brain is said to be the smallest brain proportional to body size of any dinosaur (any brain size currently known, that is)! Isn’t that fascinating? I’ve seen them up-close, too, and I can tell you that they have a very small head for such a large animal!
Then there’s hadrosaurs, which are amazing on their own! Look up Parasaurolophus, Lambeosaurus or Iguanodon and you’ll see what I mean! There’s so many more, like Corythosaurus, Oranosaurus, Tenontosaurus, etc.! They were herd animals, staying in large groups and nesting together. There’s even evidence, like in the case of Maiasaura, that they took care of and watched over their young! Most of them were pretty big, but an even more fascinating feature was their crests. These dinosaurs often had large crests on their heads, though their function is still debated. They could have been used to make unique calls or to amplify their calls, or they could have been used to identify each other! It really is interesting to think about it!
Then there’s the real oddballs, such as Psittacosaurus, Saltosaurus, any of the Ankylosaurs, and even dinosaurs like Dilophosaurus (two-crested lizard), Monolophosaurus (one-crested lizard), Spinosaurus, and the Pterosaurs! Ankylosaurs (like Ankylosaurus or Euoplocephalus) were large, heavily-armored reptiles, with Ankylosaurus even having armored eyelids! Their backs were covered in bone plating, and they were often covered in spikes or nodules. Several also had a club of solid bone on the end of their tails! The muscle power, combined with the club, could cause some serious damage! Only the most ferocious or desperate of dinosaurs would dare to try and take on these living tanks! The only way to have an advantage would be to hit it from beneath or to flip it over, which wouldn’t have been easy. Spinosaurus was quite an odd creature. With its odd proportions and dense bones, it was likely quadrupedal to help balance it’s weight. It had large, heavy, hooked claws on its arms and a long skull filled with cone-shaped teeth, perfect for catching slippery fish, but not so good for tearing flesh. They were very top-heavy, and likely walked on their knuckles like an anteater so they didn’t dull down their claws. Then there was the sail. It’s still unknown what exactly this sail was for. It would have made it a bit more difficult to move around, but it may have been used to regulate body temperature or to serve as a display! There’s also a possibility that it had webbed feet! While it may look very weird to us, Spinosaurus was perfectly adapted to life by the water! Dense bones helped keep it submerged, likely with only it’s nose and eyes above the water (like a crocodile), while it’s teeth and claws helped it hunt fish and other water-dwelling creatures! Basically, all of that weirdness had a very unique and cool purpose! Spinosaurus looked very different from the Spinosaurus in Jurassic Park 3, but it’s still just as cool! Then there’s the Pterosaurs. Some as small as bats or small birds, and the largest being about the same size as a small plane! They fill a specific role it the prehistoric world, later filled by birds! Pterodactyl was not a dinosaur, but Pterodactylus was! The largest of these creatures, standing taller than a giraffe and with a wingspan of about 50 ft, was Quetzalcoatlus. It’s thought they were likely scavengers, like vultures, but may have occasionally caught their own food. Some Pterosaurs would travel long distances often to reach their nesting grounds, while others did not. Like bats, Pterosaur’s wings were made up of a skin membrane stretched between the body and the elongated finger making up the outer edge of the wing. They were light-weight animals, and everything about them was evolved to make them perfect and graceful fliers, though this likely made them very awkward when on the ground.
Then there’s also the prehistoric marine reptiles! Mosasurus, Tylosaurus, Plesiosaurs, Pliosaurs, Ichthyosaurs, and many more! Ichthyosaurs were basically like the dolphins of the prehistoric oceans! They had almost fish-shaped bodies and long, usually toothed beaks. I’d definitely recomend looking up a picture of these guys! They breathed air like all reptiles and did not have gills. All prehistoric marine reptiles breathed air, similar to today’s sea turtles or sea snakes. Mosasaurus was a large predatory marine reptile, with lots of teeth and a long, slender body with a powerful paddle-like tail and four flippers instead of legs and feet. Tylosaurs are similar (I think... if I remember correctly...), though if I remember correctly, not all of them had long tails, and some had large powerful flippers instead of a long tail. Plesiosaurs had a very long neck, a small head with interlocking teeth (essentially creating a fish cage), and a large, slender body with a very short tail an four large, powerful flippers. Some of these animals preyed upon other marine reptiles and larger marine creatures, while others only ate fish and other small marine creatures. They’re all so unique and look nothing like anything we have today! And there’s so many more that I haven’t even talked about that I would seriously encourage checking out!
I’ve loved dinosaurs for as long as I can remember. I even still have my first dinosaur book! It’s a neat picture book full of pictures of dinosaur sculptures and dinosaur names! I have a sauropod plushie that I’ve had forever! He’s a little beat up and has a few places where he’s been sewn back up, but I still have him! And I have a model Kronosaurus that I can show you if you’d like! I love dinosaurs so damn much, and I really want to know more about them! I want to know what colors they were and what their skin feels like! I want to see one someday, but until then, fossils are just as good! I FUCKING LOVE DINOSAURS AND THEY’RE SO COOL AND I WANT TO PET ONE SO BAD!
Anyway, that’s my long, rambling post about dinosaurs! I’m glad I got that out! Hope I didn’t confuse you or bore you. I just really love dinosaurs and get super excited and disorganized when I talk about them! I love them so much and they’re really amazing once you start learning about them!
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heavenlyxrunaway · 5 years ago
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Which dinosaur(s) r ur favorite?
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ooooh, tough question...
Well, the Therizinosaurus is a favorite of mine, since we know so little about them besides their massive claws (we still don’t know the purpose of them). But the Yutyrannus is also wonderful! It’s a relative of the T-Rex and we have fossil impressions of feathers on juveniles and adults, so that’s so very exciting.
I also adore the Archaeopteryx, a small “flying” dinosaur which could be considered the first version of birds. It would have been a nice pet in my opinion.
As for herbivorous dinosaurs, the Maiasaura is very interesting- in fact the whole group it belongs to are lovely! They’re related to Parasaurolophus, which is another favorite of mine. 
But my all time favorite herbivorous dinosaur is the Iguanodon! Ya’ll remember that Dinosaur movie? With Aladar? That was the first dinosaur movie I ever saw, since it came out a year after I was born, so I've grown up with the image of Iguanodon in my head as being the “iconic” dinosaur.
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glittership · 5 years ago
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Episode #76 — "Of Clockwork Hearts and Metal Iguanodons" by Jennifer Lee Rossman
Direct download here.
And here’s the RSS feed: http://glittership.podbean.com/feed/
Episode 76 is part of the Autumn 2018 issue!
Support GlitterShip by picking up your copy here: http://www.glittership.com/buy/
  Of Clockwork Hearts and Metal Iguanodons
By Jennifer Lee Rossman
They weren’t real, but they still took my breath away.
The model dinosaurs and other prehistoric beasties lived on and swam in the waters around three islands in Hyde Park. Enormous things, so big that I’d heard their designer had hosted a dinner party inside one, and so lifelike! If I stared long enough, I was sure I’d see one blink.
I turned to Samira and found her twirling her parasol, an act purposely designed to bely the rage burning in her eyes. She would never let it show, her pleasant smile practically painted on, but I’d spent enough time with her to recognize that fury boiling just beneath the surface.
Befuddled, I looked back at the dinosaurs, this time flipping down my telescopic goggles. The craftsmanship was immaculate, the color consistent all along the plesiosaur’s corkscrew neck, and the pudgy, horned iguanodons looked structurally sound, what with their bellies dragging on the ground.
Dinosaurs were Samira’s everything; how could seeing them practically coming to life not give her joy?
  [Full story after the cut.]
  Hello! Welcome to GlitterShip episode 76 for June 24, 2019. This is your host, Keffy, and I’m super excited to be sharing this story with you. Today we have a GlitterShip original, which is available in the Autumn 2018 issue that you can pick up at GlitterShip.com/buy, on Gumroad at gum.co/gship08, or on Amazon, Nook, Kobo, and other ebook retailers.
If you’ve been waiting to pick up your copy of the Tiptree Award Honor Listed book, GlitterShip Year Two, there’s a great deal going on for Pride over at StoryBundle. GlitterShip Year Two is part of a Pride month LGBTQ fantasy fiction bundle. StoryBundle is a pay-what-you-want bundle site. For $5 or more, you can get four great books, and for $15 or more, you’ll get an additional five books, including GlitterShip Year Two, and a story game. That comes to as little as $1.50 per book or game. The StoryBundle also offers an option to give 10% of your purchase amount to charity. The charity for this bundle is Rainbow Railroad, a charity that helps queer folks get to a safe place if their country is no longer safe for them.
This is a great deal, so if you want to take advantage of it, go to Storybundle.com/pride soon! The deal only runs through June 27th, depending on your time zone.
    Today’s story is “Of Clockwork Hearts and Metal Iguanodons” by Jennfer Lee Rossman, but first our poem, “Shortcake” by Jade Homa.
  Jade Homa is an intersectional feminist, sapphic poet, lgbtq sensitivity reader, member of The Rainbow Alliance, and editor-in-chief of Blue Literary Magazine. Her poetry has been published in over 7 literary magazines, including BlazeVOX, A Tired Heroine, The Ocotillo Review, and Sinister Wisdom (in print). Jade’s work will be featured in an exhibit via Pen and Brush, a New York City based non profit that showcases emerging female artists, later this year, along with being featured in a special edition of Rattle which highlights dynamic Instagram poets. In her free time, Jade loves petting dogs, eating pasta, and daydreaming about girls.
    Shortcake by Jade Homa
you called me your strawberry girl / and I wondered if it was / the wolf inside my jaw / or the red stained across my cheeks / or the way I said fuck / or that time I yanked your / hair / or every moment / you swallowed me whole
    And now “Of Clockwork Hearts and Metal Iguanodons” by Jennifer Lee Rossman, read by April Grant.
  Jennifer Lee Rossman is that autistic nerd who complains about inaccurate depictions of dinosaurs. Along with Jaylee James, she is the co-editor of Love & Bubbles, a queer anthology of underwater romance. Her debut novel, Jack Jetstark’s Intergalactic Freakshow, was published by World Weaver Press in 2018. She tweets about dinosaurs @JenLRossman
April Grant lives in the greater Boston area. Her backstory includes time as a sidewalk musician, real estate agent, public historian, dishwasher, and librarian. Among her hobbies are biking and singing.
    Of Clockwork Hearts and Metal Iguanodons
By Jennifer Lee Rossman
They weren’t real, but they still took my breath away.
The model dinosaurs and other prehistoric beasties lived on and swam in the waters around three islands in Hyde Park. Enormous things, so big that I’d heard their designer had hosted a dinner party inside one, and so lifelike! If I stared long enough, I was sure I’d see one blink.
I turned to Samira and found her twirling her parasol, an act purposely designed to bely the rage burning in her eyes. She would never let it show, her pleasant smile practically painted on, but I’d spent enough time with her to recognize that fury boiling just beneath the surface.
Befuddled, I looked back at the dinosaurs, this time flipping down my telescopic goggles. The craftsmanship was immaculate, the color consistent all along the plesiosaur’s corkscrew neck, and the pudgy, horned iguanodons looked structurally sound, what with their bellies dragging on the ground.
Dinosaurs were Samira’s everything; how could seeing them practically coming to life not give her joy?
“What’s wrong?” I asked quietly, so as not to disturb the crowds around us. Well, any more than our mere presence disturbed them by default.
(It wasn’t every day they saw a girl in a mechanical chair and her butch Indian crush who wore trousers with her best jewelry, and they did not particularly care for us. We didn’t particularly care what they thought, which really didn’t engender ourselves to them, but luckily polite society frowned on yelling at people for being gay, disabled, and/or nonwhite, so hooray for us.)
“It’s wrong.”
“What is?”
She gestured emphatically at the islands, growing visibly distressed. “It! Them! Everything! Everything is wrong!”
If Samira’s frustration had a pressure valve, the needle would have been edging toward the red. She needed to get out of the situation before she burst a pipe.
I knew better than to take her hand, as she didn’t always appreciate physical touch the way I did, so I gently tugged at the corner of her vest as I engaged my chair. The miniature steam engine behind me activated the pistons that turned my chrome wheels, and Samira held onto my velvet-padded armrest as we left the main viewing area and took refuge by one of the fountains in the Crystal Palace.
She sat on the marble edge, letting a hand trail in the shimmery water until she felt calm enough to speak.
“They did it all wrong, Tilly. They didn’t take any of my advice.” She rummaged through her many pockets, finally producing a scrap of paper with a dinosaur sketched on it. “This is what iguanodon looked like.”
Her drawing showed an entirely different creature than the park’s statue. While theirs looked sluggish and fat, kind of like a doofy dragon, Samira’s interpretation was nimble and intelligent, standing on four legs with a solid but agile tail held horizontally behind it. And its nose horn was completely absent, though it did have a large thumb spike, giving it the impression of perpetually congratulating someone on a job well done.
It certainly looked like a more realistic representation of a living creature, but these things lived, what, millions of years ago? Even someone as brilliant as Samira couldn’t possibly have known what they were really like.
But I couldn’t tell her that. Girlfriends are supposed to be supportive, and I needed to do everything I could to gain prospective girlfriend points before I asked her out.
“What evidence did you give them for your hypothesis?” I asked instead. “All we really have are fossils, right?”
Her face lit up at the invitation to delve into her favorite subject. “Right, and we don’t even have full skeletons yet of most of them. But we have limbs. Joints. And if we compare them to skeletons of things that exist now, they don’t resemble big, fat lizards that could hardly move around. That makes no biological sense, because predators could just waltz up and eat them. They had to be faster, more agile. They wouldn’t have survived otherwise.”
“So why wouldn’t they have listened to you?” I asked, perplexed.
“Because they don’t understand evolution,” she said, though she didn’t sound convinced. “Or they don’t want to be shown up by a girl. A lesbian girl with nonconforming hair and wardrobe who dares to be from a country they pretend to own.” She crossed her arms and stared at her boots. “Or both. But there’s no excuse for the plesiosaurs. No creature’s neck can bend like that.”
I wasn’t sure exactly how I was supposed to respond to that. Samira never complained about something just to commiserate; she expected answers, a solution. But I couldn’t very well make them redesign the statues, no matter how happy that would have made her.
So we just sat together quietly by the fountain, fuming at the ignorant men in charge of the park, and I schemed for a way to fix things for the girl that made my eyes light up the way dinosaurs lit hers.
  Every problem had a solution, if you tinkered hard enough.
After my accident, I took a steam engine and wheels from a horseless wagon and stuck them on a chair. My mum hadn’t been amused to lose part of her dinette set, but it got me around town until I could build a proper wheelchair. (Around the flat parts of town, anyway. My latest blueprints involved extending legs that could climb stairs.)
And when Londoners complained about the airship mooring towers were ruining the skyline, who figured out a way to make them retractable? That would be me. The airship commissioner hadn’t responded to my proposal yet, but it totally worked in small scale on my dollhouse.
It was just a matter of finding the solution to Samira’s dinosaur problem.
I spent all night in my workshop, referring to her sketches and comparing them to promotional drawings of the park’s beasts. I’d be lying if I said I didn’t consider breaking in and altering the statues somehow, but the sheer amount that they had gotten wrong precluded that as a possibility. This wasn’t a mere paintjob or moving an iguanodon horn; they needed a complete overhaul.
I ran my fingers through my hair in frustration.
The day they announced that they were building realistic, life sized dinosaurs in Crystal Park was the day I fell for Samira.
I’d always thought she was pretty—tall, brilliant smile, didn’t conform to society’s expectations for women—but the pure joy radiating from her… It was like she’d turned on a giant electromagnet inside her, and the clockwork the doctors had installed to keep my heart beating was powerless against her magnetic field.
So I listened to her gush about the park, about how the statues would make everyone else see the amazing lost world she saw when she looked at a fossil. I didn’t understand a lot of it, but I understood her passion.
The grand opening was supposed to be the day I finally asked her out, but now it would have to be when I presented her with my grand gesture of grandness…
Whatever it was.
  I woke abruptly to the chimes of my upcycled church organ doorbell and found a sprocket embedded in my face.
Groaning, I pushed myself off my worktable and into a sitting position. “Did you let me sleep out here all night?” I said into the mouthpiece of the two-way vibration communicator prototype that fed through the wall and into the kitchen.
A moment later, my mum picked up her end. “‘Mum,'” she said, imitating my voice, “‘I’m a professional tinkerer and nearly an adult. I can’t be having a bedtime!'”
“Point taken. Have I missed breakfast?”
The door in the wall opened to reveal a plate of pancakes.
“Thanks!” I tore a bite out of one as I wheeled over to the door. My crooked spine ached from sitting up all night.
Activating the pneumatic door opener, I found George about to ring the bell again.
George, my former boyfriend and current best friend. Chubby, handsome, super gay. We’d tried the whole hetero thing for two whole days before we realized it wasn’t for us, then pretended for another six months to keep his father from trying to matchmake him with one of the Clearwater sisters.
I wouldn’t have minded being with a man, necessarily, but ladies really sent my heart a-ticking, so it was no great loss when George told me he was a horticultural lad.
(You know, a pansy. A daisy. A… erm. Bougainvillea? I must confess, flowers didn’t excite me unless they were made of scrap metal.)
George raised an eyebrow. “I take it the declaration of love went well, then?” When I only frowned in confusion, he pointed to my face. “The sprocket-shaped dent in your cheek would suggest you spent the night with a woman.”
“Samira isn’t an automaton, George.”
“No, but she’s got the…” He mimed having a large chest. “And the, um… Scaffolding.”
“Do you think women’s undergarments are made of clockwork?” I asked, amused. I mean, mine were, but that was just so I could tighten the laces behind my back without assistance when I wore a corset.
Which wasn’t often. My favorite dresses were the color of grease stains and had a lot of pockets, so it should come as no surprise that I didn’t go anywhere fancy on a regular basis.
George blushed. “So… it did not go well, then?”
He came in and tinkered with me over pancakes while I told him about my predicament, making sympathetic noises at the appropriate times.
When I was done with my story, he sat quietly for a moment, thinking while he adjusted the spring mechanism in an old cuckoo clock. “And you can’t just go over with flowers and say, ‘Hey, gorgeous, wanna gay together?’ because…?”
“Have you met me? I don’t do romance. I make things for romantic people.” I gestured to the wind-up music boxes, mechanical roses that opened to reveal a love note, and clockwork pendants scattered about my workshop. All commissions from people who were better at love than I was.
“Then pretend you’re a clueless client like Reverend Paul. Remember what you did for him?”
The reverend had come in wanting to woo Widow Trefauny but didn’t know a thing about her except that she liked dogs and made his heart smile. I thought my solution was ingenious.
“I built a steam-powered puppy.”
George held his hands out, prompting. “So…”
Suddenly, it all clicked into place, like the last cog in a clock mechanism that makes everything tick.
“I need to build a steam-powered dinosaur for Samira.”
  Dinosaurs, as it turned out, were huge. I mean, they looked big on the islands, sure, but that was so far away that I only truly got a sense of scale when I started measuring in my workshop.
Samira’s notes put iguanodon, my dino of choice, at around ten meters in length. Since a measuring tape required more free hands than I had, I tied a string around one of the spokes of my chair’s wheels, which had a one-point-eight meter circumference, and measured five and a half revolutions…
Which took me out of my cramped shop and into the street, forcing horses and their mechanical counterparts to divert around me.
“Don’t suppose it would do to detour traffic for a couple weeks, eh?” I asked a tophatted hansom cabbie, who had stopped his horseless machine to watch me in amusement.
“Reckon not, Miss Tilly,” he said with a laugh, stepping down from his perch at the front of the carriage. He pulled a lever, and the cab door opened with a hiss to reveal a pile of gleaming metal parts.
“Ooh!” I clapped my hands. “Are those for me?”
He nodded and began unloading them. My iguanodon was going to be much taller than me, and even though George had promised his assistance, I needed to make extendy arms to hold the heavy parts. “Is there somewhere else you could build him?”
I supposed this wouldn’t exactly be stealthy. I could stop Samira from going in my shop, but it would have been substantially more difficult to stop her from going down an entire street.
But where?
  I got my answer a few days later, when the twice weekly zeppelin to Devon lifted off without Samira on board. She was usually the first in line, going not for the luxury holiday destinations that drew in an upper-class clientele, but for the fossils.
The coast of Devon was absolutely lousy with fossils. The concept of extinction had been proven there, Mary Anning herself found her first ichthyosaur there, and all the best scientists fought for the right to have their automata scan the coast with ground-penetrating radar.
Samira’s life revolved around trips to Devon and the buckets of new specimens she brought home every week.
“Why aren’t you on that zeppelin?” I asked as we sat in her room, sorting her fossilized ammonites. She’d originally had the little spiral-shelled mollusks organized by size, but now thought it more logical to sort by age. Me, I thought size was a fine method, but I didn’t know a thing about fossils and was happy to do it however she wanted.
She didn’t answer me, just kind of shrugged and ran her thumb over the spiral impression in the rock.
“Is it because you’re upset that they didn’t take your advice on the dinosaurs?” I knew it was, but I had to hear her say it.
“I don’t see the point of it if no one will care about what I find.” She sounded so utterly despondent. Joyless. The one thing that gave her life purpose had been taken away by careless men.
They probably only cared about whether the park was profitable, not if it was accurate.
I couldn’t make them change their statues, and I couldn’t make the public care that they were wrong. But I had to fix it for my best girl, because there was nothing sadder than seeing her like that.
“Can I hold your hand for a second?” I asked quietly. She gave the slightest of nods and I took her hand gently in mine, my clockwork heart ticking at double speed. “You’ve got a gift, Samira. Scientists have to study these bones for months just to make bad guesses about the animals they came from, but you can look at an ankle joint and figure that it was a quadruped or a biped, if it ate meat or plants, and what color its skin was.”
She gave me a look.
“Okay, I’m exaggerating, but only a little. I don’t agree with the way they’re portrayed, but this world is going to love dinosaurs because of the ones at Crystal Palace. People are going to dig for fossils even more, and they’re going to need someone amazing like you to teach them about the new things they unearth.” I tried to refrain from intertwining our fingers; just touching was a big enough step. “I need you to promise me something.”
Samira pulled away, and I had to remind myself that this didn’t necessarily mean anything more than her just being done holding hands. “What is it?”
“A week from today, be on the zeppelin to the coast.” The coast, with its ample space and no chance of Samira discovering my project before it was ready.
She made a face. “I don’t know.”
“Please?” I begged. “For me?”
After a long moment’s consideration, she nodded. “For you.”
  George and I caught the midweek zeppelin. Lucky for us, most tourists went down for the weekend, so all of our metal parts didn’t weigh us down too much. We did share the cabin with a few fancy ladies, who stared in wordless shock at Iggy’s scrapmetal skull sitting on the chair beside us.
I’d named him Iggy. His head was almost a meter long. Mostly bronze and copper, but I’d done a few tin accents around the eyes to really make ’em pop.
When we arrived at the shore, we had to fight a couple paleontologists for space on the rocky coastline. Not physically fight, fun as that might have been. Once they realized we weren’t trying to steal their dig sites, they happily moved their little chugging machines to give us a flat stretch of beach.
Which just left us with three days to assemble Iggy, whose hundreds of parts I had not thought to label beforehand.
Another thing I neglected to do: inform George of the scope of this project.
“Matilda, I adore you and will always help you with anything you need,” he said, dragging a tail segment across the rocks with a horrific scraping. “But for future reference, the next time you invite me to Devon to build a life-sized steam-powered iguanodon? You might mention how abysmally enormous iguanodon were.”
“That sounds like a you problem,” I teased, my voice echoing metallically as I welded the neck together from the inside. I’d actually gotten out of my chair and lay down in the metal shell, figuring it would be easier to attach all the pneumatics and hydraulics that way.
I should have brought a pillow.
At night, because we were too poor to afford one of the fancy hotels in town, we slept on the beach beneath a blanket of stars, Iggy’s half-finished shape silhouetted against the sky.
“Samira’s a fancy lady,” I said to George as we lay in the sand. “She doesn’t wear them, but she has expensive dresses. All lacy and no stains. Her family has a lot of money. Could she ever really want to be with someone like me?”
He rolled over to face me. “What do you mean, someone like you?”
“Poor mechanic who can’t go up stairs, whose heart is being kept alive with the insides of a pocket watch that could stop at any time.”
I didn’t try to think about it a lot, but the fact was that the doctors had never done an operation like mine before. It ticked all right for now, but no one knew if my body would keep it wound or if I would just… stop one day.
The fear tried to stop me from doing things, tried to take away what little life I might have had left, but I couldn’t let it. I had to grab on as hard as I could and never let go. In an ideal world, Samira would be part of that.
But the world wasn’t ideal. Far from it.
Was I too much to put up with? Would she rather date someone who didn’t have to take the long way around because the back door didn’t have steps? Someone who could give her jewels and… fine cheeses and pet monkeys and whatever else rich people gave their girlfriends?
Someone she knew would be around to grow old with her?
Maybe that’s why I’d put off asking her to be my gal, because even though we got along better than the Queen’s guards and ridiculous hats, even though we both fancied ladies and wanted to marry one someday, I couldn’t stand to know she didn’t see me that way. I cherished her as a friend and didn’t see romance as being somehow more than friendship, but she smelled like cookies and I just really wanted to be in love with her.
“Hey,” George said softly, pulling me closer to him. “She loves you. You realize that, don’t you?”
“I guess,” I said into his shoulder. He smelled like grease. A nice, comforting smell, but too much like my own. At the end of the day, I wanted to curl up with someone like Samira.
“You guess. You’ve held her hand, Tilly. She’s made eye contact with you. That’s big for her. You don’t need a big gesture like this, but I know she’s going to love it because she loves you.”
I hoped he was right.
  I saw the weekend zeppelin from London come in, lowering over the city where it was scheduled to moor. Samira would be here soon.
And Iggy wasn’t finished.
He towered over the beach, his metal skin gleaming in the sun, but something was wrong on the inside. The steam engine in his belly, which was supposed to puff steam out of his nose and make him turn his head, wouldn’t start up.
George saw me check my pocket watch for the umpteenth time and removed the wrench from my hand. “I’ll look into it. Go.”
I didn’t need to be told twice.
My wheels skidded on the sand and rocks, but I reached the mooring station just as the passengers were disembarking. The sight of Samira standing there in her trademark trousers and parasol combo made my clockwork heart tick audibly. She came. I didn’t really doubt that she would, but still.
She flashed me a quick smile. “I don’t want to fossil hunt,” she said in lieu of a greeting.
“That’s not why we’re here,” I promised. “But I do want to show you something on the beach, if that’s okay.”
She slipped a hand around my armrest and walked with me. When Iggy’s head poked up over the rocks, she broke into a run, forcing me to go full speed to keep up.
Laughing, she went right up to Iggy and ran her hands over his massive legs. “He’s so biologically accurate!”
But did he work? I looked to George, who gave his head a quick shake.
Blast.
Samira didn’t seem to mind, though, marveling at every detail of the dinosaur’s posture and shape. “And the thumb spikes that aren’t horns!” she exclaimed, her hands flapping in excitement.
And she wasn’t the only one who appreciated our work. A small group of pith-helmeted paleontologists had abandoned their digging and scanning in order to come and admire Iggy.
“It really is magnificent,” one scientist said. “The anatomy is nothing like what we’ve been assuming they looked like, and yet…”
“It’s so logical,” his colleague agreed. “Why should they be fat and slow? Look at elephants—heavy, but sturdy and not so sluggish as their size would suggest. There’s no reason these terrible lizards couldn’t have been similar.”
A third paleontologist turned to George. “My good man, might we pick your brain on the neck of the plesiosaur?”
George held up his hands. “I just did some riveting—the real geniuses are Matilda and her girlfriend Samira.”
“Mostly Samira,” I added, glancing at her. “And I’m not sure if she’s my girlfriend or not, but I’d like her to be.”
She beamed at me. “I would also like that.” To the men, she said, “I have a lot of thoughts on plesiosaur neck anatomy. I can show you my sketches, and I saw a layer of strata that could bear fossils over here…”
She led them away, chattering about prehistoric life with that pure joy that made her so amazing.
That girl took my breath away.
  END
  “Of Clockwork Hearts and Metal Iguanodons” is copyright Jennifer Lee Rossman 2019.
“Shortcake” is copyright Jade Homa 2019.
This recording is a Creative Commons Attribution-NonCommercial-NoDerivatives license which means you can share it with anyone you’d like, but please don’t change or sell it. Our theme is “Aurora Borealis” by Bird Creek, available through the Google Audio Library.
You can support GlitterShip by checking out our Patreon at patreon.com/keffy, subscribing to our feed, leaving reviews on iTunes, or buying your own copy of the Autumn 2018 issue at www.glittership.com/buy. You can also support us by picking up a free audiobook at  www.audibletrial.com/glittership.
Thanks for listening, and we’ll be back soon with a reprint of “The Quiet Realm of the Dark Queen” by Jenny Blackford.
Episode #76 — “Of Clockwork Hearts and Metal Iguanodons” by Jennifer Lee Rossman was originally published on GlitterShip
0 notes
symbianosgames · 8 years ago
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years ago
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years ago
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years ago
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 8 years ago
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes