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Subscribe (iTunes)Subscribe (Stitcher) We learn about learning, as we discuss game literacy, broken games and the world of theatre Built to Play learns about learning in our 50th episode. We don't know how we did it, except through willful ignorance of the heavenly signs and our friends and family. At this rate, Built to Play will never die, although we offer no guarantees. People often forget about game literacy, like this article did in the previous paragraph. Once you know how to read or write, the expectation is that's the norm. How quickly we forget that near 100 per cent literacy is a recent phenomenon, and only then became fundamental part of our societies. When we run into people who are lacking these skills it can be shocking, and the first arrogant impulse is to blame it on their own lack of interest. It's equally surprising when we see someone who's never used an Xbox controller, or is intimidated by the sheer number of keys on a keyboard. Even between cultures, there's been some confusion. Just as the Japanese read right to left, for them bottom-most face button means cancel, while in North America it means accept. While not entirely detrimental, it's worth noting that even experienced players run into the limits of their literacy, if only to justify why some of us had such a hard time playing Japanese RPGs. As games and technology become a bigger part of how we express ourselves, it's important to remember that not everyone grew up with a Super Nintendo, and the annual blockbusters, which focus on action and destruction, aren't universally appealing to all people. Some people aren't literate in games not because games aren't suited to them or because they aren't interested in them, but because games can be scary. They're active experiences, and so they need some level of introduction. Without that, games are just graphics on a screen and a gamepad filled with 10 plus buttons which could feasibly do anything. So this time, we're talking about game literacy with Sagan Yee and her Game Curious program, before discussing ways games can approach more people through performance. Then Jon Remedios tells us about his learning process in designing his own game. Here are our show notes: Sagan Yee tells us about the Game Curious program she ran in the Toronto Reference Library, plans for the future, and why games are stigmatised. Special thanks to Al Donato, Cheryl Clarke, Amelia Nelson, and Amala Johnson. This segment starts 0:40 into the show. Then in the news, we discuss the end of the G4 television channel, thehacking of the 3DS, and why Assassin's Creed Unity, Halo Master Chief Collection, and DriveClub are so glitched out messes. **The news kicks in at 12:50. ** Deirdre "Squinky" Kiai tells us about Coffee: A Misunderstanding, which merges the mediums of game and performance closer than ever before. Hear Squinky explain who's the player when humans are both the instigators and the avatars around 34:00. Jon Remediosexplains the progress he's made on his local multiplayer party game, theShoot Shoot Mega Pack, and how he's changed his process over the last four months. We talked to him back at Gamercamp in October, and before that in May at the Bit Bazaar. Hear Jon discuss his work-life balance and the future of local multiplayer at 42:55. Game Curious on October 18 Game Curious continues every Saturday at the Toronto Reference Library until December 2. Thanks to the Free Music Archive for the following music. Our Opening theme was "Computer" By State Shirt. We also used "The Falls" By Podington Bear, "La ere Gymnopedie" by Peter Johnson, "Big Head" by Orthotonics, "El Rio Dels Ptals" By Violeta Pivnkakkara, "Praise Book" by Bleak House and "The Telepathics of Bomb Shelter" by Fields of Ohio. BUILT TO PLAY IS A PRODUCT OF THE SCOPE AT RYERSON RADIO STATION IN THE HEART OF DOWNTOWN TORONTO. IT WAS PRODUCED AND EDITED BY ARMAN AGHBALI AND WRITTEN BY DANIEL ROSEN. IF YOU LIKE THE SHOW PLEASE SUBSCRIBE AND RATE US ONLINE. IT HELPS MORE PEOPLE FIND THE SHOW AND GIVES US AN IDEA HOW WE'RE DOING. FEEL FREE TO COMMENT DOWN BELOW.
We travel to Gamercamp to walk on walls, battle in tent warfare, and defuse bombs. The annual indie game festival Gamercamp came to Toronto back in October, and then after three days promptly left this earth entirely. This was Gamercamp's sixth year, and its last one, for now anyway. Meaning if you couldn't visit this one, tough luck. We had an interview last week with Jaime Woo, its co-founder,if you're curious what happened. But we knew that you might have trouble making it out to Toronto's Chinatown, so we went instead to try and compete at several local multiplayer games. All of this happened to fit in with this month's theme, Friends and Enemies, so to make things a little more festive, we began the great competition to defeat each other at mostly cooperative games. I'd tell you more, but we're low on time so we're going to have to cut our show notes short this week. The following is a list of people we talked to on this week's show, their games, and the time when they come on the air: Jesse McGibney, art director of Apotheon, 1:00 Willy Chyr, designer of Relativity, 6:30 Hamish Lambert, animator on Mouffe, 13:00 Nick Korneck, designer on Space Bro Justice Rocket, 36:35 Shawn Pierre, designer of Henka Twist Caper, 44:40 Brian Fetter, designer of Keep Talking and Nobody Explodes, 50:35 The festival floor at Gamercamp Mouffe, the interactive tent, where the quilt is the controller for a screen projected onto the tent's ceiling Nick Korneck talks to intrepid reporter Daniel Rosen as the game, Space Bro Justice Rocket, highlights what they are thinking behind them. Daniel Rosen and Nick Korneck high five wearing the cotton Hi 5000s Daniel and Arman's reward after defeating the tutorial bomb in Keep Talking and Nobody Explodes In case you didn't know what Toronto's Chinatown looks like. We have streetcars too San Fransisco From just outside the Ocho Hotel on the last day of Gamercamp, people celebrate after a round of trivia Music this week comes from the Free Music Archive: "The Falls" and "Nature Kid" by Podington Bear, "Bacalao Bombao" by minusbaby, and "Run to Canada" by Min-Y-Lan. Our opening theme was "The Libra Lunologists" by Fields of Ohio and our ending theme was "Air Hockey Saloon" by Chris Zabriskie. BUILT TO PLAY IS A PRODUCT OF THE SCOPE AT RYERSON RADIO STATION IN THE HEART OF DOWNTOWN TORONTO. IT WAS PRODUCED AND EDITED BY ARMAN AGHBALI AND WRITTEN BY DANIEL ROSEN. IF YOU LIKE THE SHOW PLEASE SUBSCRIBE AND RATE US ONLINE. IT HELPS MORE PEOPLE FIND THE SHOW AND GIVES US AN IDEA HOW WE'RE DOING. FEEL FREE TO COMMENT DOWN BELOW.
Subscribe (iTunes)Subscribe (Stitcher) It's an episode in which we finally stop talking about virtual reality and move on to weeks of playing with pals. We start with the end of Gamercamp. Movie buffs visit film festivals. Bibliophiles browse books fairs. But game players charge into the convention. It's a practice hailing back from the olden times of the Star Trek conventions, to tech meetups in the early Silicon Valley and the mighty heights of the San Diego Comic Con. For the avid fan, there's multiple Penny Arcade Expos in the United States, Gamescom in Germany, and the Tokyo Game Show in Japan. These days there's so many that if you take a look in your own backyard, you'll probably find one. Big game conventions can feel exhausting though. You're fighting tens of thousands of people in a hall. Massive companies push their way towards you to showcase their newest games. And what if you're looking for local products, games made in your hometown, maybe an experiment or two? Every hub for game design has at least one little event for enthusiasts, like a party a few friends put together for their community. In Toronto, we hadGamercamp. The final day at Gamercamp after a long trivia night Outside the Ocho Hotel on Sunday night, which has hosted Gamercamp for the last two years. Jaime Woo settles in Sunday night after the Gamercamp wraps up and the Ocho Hotel kitchen closes Co-founded by Jaime Woo, Gamercamp was a games festival created mostly for the founder's curiosity. They heard Torontonians were making games and getting attention for it, but couldn't see the games anywhere. So they made their own event. Their first year, it was just a series of talks in a small theatre on one day, and despite a rocky start they kept at it. Six years later, Gamercamp was the biggest festival of its kind in the city, including an arcade and multiple parties in a single weekend. Compared to even a medium-sized convention like IndieCade, Gamercamp is tiny. Yet, by any measure, it's been a success. Which is why the decision to close up shop came as a surprise to some,and upset a few others. We brought Jaime into the studio to talk about those early years and why he's decided to end Gamercamp. Tune in a minute into our show for more from Jaime. Special thanks to Jon Remedios who was not in the credits this week but deserves to be there. And Thanks to everyone who ran Gamercamp the last six years. It's been a blast. After diving through another round of death threats, we round off with a final bout of scepticism about the future of virtual reality. We've done a lot of talking about the wonders of VR, but we've been sceptical throughout. In every interview we've explored the limitations and the unforeseen complications. Virtual reality could very well be the future of video games and much more, but for now it's unproven beyond a certain subset of players. So what are the reasons to be sceptical? Let's not think of specific technical details. VR, not matter how you cut it is going to be expensive, and if not expensive, then it's going to be limiting. Moving in a 3D world is challenging just from a control standpoint. You can't see the controller with a headset on, meaning that people need to be familiar with the controls and the controller before they start playing, which isn't inviting to new players. Plus, you need high end hardware to run two screens inside the VR headset, especially as games become more graphics intensive. One way to smoothen these out is adding more peripherals and sensors, like a camera or markers on the wall, but that adds to the price. It also needs a large space for all of this equipment and for you to be doing anything except sitting or standing. There's another thing that VR needs: presence. Presence is when you are so engrossed in a virtual environment you forget you're in your living room. That's what all the major virtual reality headset manufacturers are competing for, but have yet to master. And without it, Tadhg Kelly believes we're still a while away from VR being a mainstream phenomenon. He's a game design consultant and earlier this year he wrote a column about "the death of VR", and so we thought it would be a good idea to talk to him as we wrap up. **Listen to Tadhg Kelly discuss the idea of a "perfect" VR, why it's hard to achieve, and why 2015 will be the Year of Virtual Reality anyway starting about 38:50. ** Thanks to the Free Music Archive for music this week: "OLPC" by Marco Raaphorst, "may light remix by etc" by SHOMMOSE, "So this is how it ends" by Earsmack, "Love Theme" by Dave Merson Hess, "As Colorful as Ever" by Broke for Free, and "summer breeze let it out (johnny_ripper remix)" by smoking fox. Our theme tune was "japanese prog" by Rushus. On Freesound we used "convention crowd noise" by awesoman. Built to Play is a product of the Scope at Ryerson radio station in the heart of downtown Toronto. It was produced and edited by Arman Aghbali and written by Daniel Rosen. If you like the show please subscribe and rate us online. It helps more people find the show and gives us an idea how we're doing. Feel free to comment down below.
Above Toronto's Glad Day Bookshop, Colin Marshall talks to Jaime Woo, writer, game designer, co-founder of the Toronto video game festival Gamercamp (the next edition of which happens this month), and author of Meet Grindr: How One App Changed the Way We Connect. They discuss taking the measure of a city by firing up Grindr and examining its men; things people have figured out how to use the app for other than hooking up and sending "a slew of dick pics"; how such apps have illustrated the decreased yet increase importance of living in particular places; the changing signifiers of queer culture, offline and on; how he views the must-touted "multiculturalism" of Toronto; what his 13-year-old self growing up in the suburbs would have thought about Grindr; the app's stark limitations as advantages that counteract our impulse to too-narrowly define our desires; how to learn about Toronto by observing the couples in its advertisements; the ever-present "distance" in the city, which guards against trends that miss but also prevent the ones that make homeruns; Grindr as a video game, his history with gaming, and what let him to co-found Gamercamp; his mission to bring the novelty and "whimsy" back to gaming, included but not limited to his creation of a new physical game based on the idea of social distance"; how a set of rules forms a system, how that system makes an experience, and when we call that experience a game; and the strategies one can follow to better understand the "rules" of a system like Toronto.
Nouvel invité cette semaine, Étienne, qui nous parle d'un jeu en alpha: Sir, You are being hunted. narF fait un retour sur son expérience au Gamercamp, Blob parle de Little Inferno et Gab nous parle de d'autres jeux poches! Mise à jour (29 nov 2013): Ajout du lien pour écouter la conférence d'Alexander Bruce, créateur ... Continuer la lecture
It's a VG Realness three-man crew this week. Join Delvin, James and Michael as they discuss the newest Ace Attorney game, Phoenix Wright: Dual Destinies. You won't object when they also talk about their impressions from Gamercamp, getting hands-on with some of Nintendo's holiday releases (with extra commentary expanding on our videos from last week), and all of the hottest news of the week. Also: in a VG Realness first, the guys play a few rounds of The Metagame — a card debate game about games and culture — that is currently holding a Kickstarter. Which do you think will save the world? Buffy the Vampire Slayer or Cats: The Musical? (Thanks again to Eric Zimmerman, Colleen Macklin and John Sharp for sending us an preview deck!) Did you go to Gamercamp? What did you think? What did you play? Leave a comment or tweet at us! Also, we've worked on fixing our audio levels, so please let us know what you think. Send us a tweet with #VGRealnessMyEarsAreBleeding and let us know if there's more we need to change. 13:35 - Nintendo Holiday Preview22:09 - Playing The Metagame Live!31:55 - Weekly News59:40 - Phoenix Wright: Dual Destinies Show Notes: -Our hands-on videos at Nintendo's holiday preview event -The name of the digging game from Gamercamp was Super Motherload -The Metagame Kickstarter -From one of our rounds of The Metagame: -Delvin's Megaman 3DS XL case:
This week on Video Game Realness, we have our first special guest on the show! Jamie Woo, the co-founder of Gamercamp, stops by for a chat. Gamercamp, which is happening this coming weekend (November 1st -3rd), is Toronto's celebration of indie games and all things gaming.Come join us as Jaime shares his vision for Gamercamp, what the festival is and why he felt the need to create a new space for everyone to play games and enjoy them together. If you're in the Toronto area, we also have a giveaway of 4 pairs of passes (8 passes total) to the Gamercamp arcade happening this Saturday and Sunday! Trust us, this is an event you want to go to! All you have to do is leave the comment "I want to go to Gamercamp with Video Game Realness" or retweet our exact same tweet and follow us to be entered! Super easy!All that, news of the week and the games we're playing this week on Episode 16 of Video Game Realness! Show Notes: -Check out Gamercamp.ca for all of the festival details -To learn more about Gamercamp Arcade, click here -To see a list of many of the games we discussed with Jaime, click here
Season 3, episode 2 of the Hub Podcast; the first episode with the Toronto Indie Hub. We introduce new team members Spencer and Robert while discussing SteamOS, 0x10c, Fez 2, Kickstarters (Mighty Number 9, The Long Dark), Gamercamp 2013, and the Need for Speed film. Special guest Jonathan joins in on the discussion as well. Background Music: Tron Legacy OST... Read more →
Hosts: Arthur Marris, Max Brown Date Recorded: 19/07/2012 After a 4 month absence, Arthur & Max are back in episode 24. Did you remember the IGF awards we predicted in February? They talk about the results, Gamercamp 2012 (LV4), the IGDA Comedy Night, experiences at TOJam 7, and Girls/Ladies Learning Code. Dyad was released recently, a game […]
Episode: 21 – Pt.1 Topic : Pt.1 of our special Gamercamp series. Mark Rabo (@markrabo) & Jaime Woo (@jaimewoo) answer our questions about the third installment of Gamercamp! Music: @GeeAndJamma & @Danier_Electric
Episode 18 of the Toronto Indie Guys podcast is here! In this episode Arthur, Max, and Tim talk about the upcoming events happening in October & November. Such events include Nuit Blanche, the Difference Engine Initiative, and the IGDA’s Polycount meet-up. We also give a mention to Digifest 2011, Gamercamp v3, and IndieCade.