Monthly Archives: June 2009

Magic on the XBox

Since Duels of the Planeswalk­ers launched a week ago, I’ve donated a few bucks and more than a few hours to Wiz­ards of the Coast and Microsoft. Good friends and I joined in to play this lat­est dig­i­tal incar­na­tion of Magic: the Gath­er­ing. It’s not often that I take the chance to play CCGs any­more,

Trial Balloon for Microsoft? Nope!

This has trial bal­loon writ­ten all over it. Adver­tis­ers and cre­ative design­ers will soon have more artis­tic free­dom to turn cam­paigns on Xbox Live into inter­ac­tive and inter­con­nected expe­ri­ences reach­ing far beyond tech­nol­ogy for tele­vi­sion, Sean Alexan­der, direc­tor at Microsoft’s Adver­tis­ing Busi­ness Group, said Mon­day. Per­son­ally, I don’t much care. Nav­i­gat­ing the XBox Live expe­ri­ence

Choice and Morality, Part Three

So how can we fix or, with more mod­est ambi­tion, improve moral choices in games? My goal would be to encour­age play­ers to treat moral deci­sions as any other game decision, instead of oppor­tu­nity to slide a progress bar. Choice gets more inter­est­ing when dif­fer­ent choices have things to rec­om­mend them. There’s value in the player weigh­ing long-term vs short-term

Choice and Morality, Part Two

A bit of his­tory. In imi­tat­ing the pen and paper game, Dun­geons & Dragons-like video games have long exposed an align­ment field. This was a text field with­out game con­se­quence. Mak­ing choices that could affect the game or character’s moral sta­tus is a more recent phe­nom­ena. Knights of the Old Repub­lic (2003) pops into mind